Patch Notes v1.6.5

Welcome to The Elder Scrolls Online v1.6.5, our sixth and largest major content update thus far! We have many significant new features in store for you.

In this update, we’ve added the first phase of the Justice System. This will allow you to commit criminal actions throughout Tamriel such as theft, burglary, pickpocketing and murdering NPCs. We’ve also implemented the third phase of the Champion System, which introduces Champion Points and an entirely new UI where you can use these points to unlock passive abilities. We encourage you to check out the details below to learn how both these systems will work.

Accompanying the Champion System are gameplay improvements, fixes, and rebalancing. This will alter the way you’ve previously played as every ability has been amended in some fashion, differences in armor are more pronounced, critical attack and defense are handled differently, and the scale of numbers across the board has changed. Due to these changes, we will be resetting all skill and attribute points.

You will also notice that there is a new notification when you first log on asking which country you’re playing the game in. If you’re in a non-PEGI country, you will go straight to the game. If you’re in a PEGI country, there will be new legal text explaining that the rating for the game has changed, and you will need to either accept or decline this change to continue.

Additional new features include the highly-anticipated Provisioning revamp, plus the new Collections UI, improved combat animations, and changes to the Trials Leaderboards. In addition, we have tons of fixes and improvements to all other aspects of the game. Please note that while there is UI for the upcoming Crown Store, it will be disabled until March 17th when we release Tamriel Unlimited.

This patch will be approximately 20-25GB, depending on your language selection. We hope you enjoy this latest update!

Criminal behavior has come to Tamriel! The Justice System includes a number of new and exciting features that you can read more about below.

Theft

You may now steal from the citizens of Tamriel. You can choose to steal any owned item, just as you would any un-owned item.

A red “steal” prompt appears over any owned item to ensure you know the difference.

You can make theft more personal by sneaking up behind citizens and picking their pockets. When you get within range, a prompt will appear letting you know if you are in position and how difficult it will be to successfully pickpocket. Watch for the perfect opening before making your move, as the chance to succeed will change over time.

Breaking and Entering

Certain homes are now owned. These houses will have locked doors with prompts displaying the names of their respective homeowners.

Interacting with these doors will allow you to attempt to pick the lock.

Safeboxes

There are high-value safeboxes scattered throughout the world. These tend to be closely watched, but the reward for successfully pilfering them is great.

Assault and Murder

You can now directly attack and kill most citizens of Tamriel. Once you have committed murder, you will be able to loot an item from the victim’s corpse.

Note that you may not get an item from a murdered NPC every time. This is dependent on your level, and if the NPC has anything in their pockets.

Citizen Reactions

Citizens of Tamriel will now react to your unlawful actions. Their reactions vary depending on their individual personalities, but keep in mind that stealing from a citizen may end up getting you more than you bargained for.

Many citizens will also not tolerate the senseless slaughter of their livestock. Be wary of harming owned animals while being watched by their keepers!

Consequences

Unlawful actions have repercussions if witnessed. The stealth eye conveys whether or not you are hidden from view. If you are hidden, your crimes will have no repercussions.

Note: If you assault someone from a hidden location but fail to instantly kill them, or if you do not successfully pickpocket your target, you will still get a Bounty and suffer the consequences.

If you commit a crime and are witnessed, you will gain a Bounty, which is displayed in the Bounty Meter at the bottom right hand side of the screen. Once you gain a Bounty, guards will pursue or attack you, and citizens may refuse to speak with you.

Guards will attempt to extract justice from you whenever you have a Bounty. The level of Bounty determines their level of aggression. The segments of the Bounty Meter directly correlate with these levels.

At the first level, “Disreputable”, guards will generally leave you alone unless you walk right up to them.

At the second level, “Notorious”, guards will pursue you and enlist the help of other guards to catch you and extract your Bounty.

At the final level, “Fugitive”, they only want to kill you. If you are at the “Fugitive” level you must either wait for your Bounty to decay naturally or find a Fence if you wish to pay off your Bounty.

When a guard kills you, they will confiscate any stolen items and deduct gold from your bounty. Note that gold will never be taken from your bank.

Crouching/Stealth

Small improvements were made to stealth. The word "hidden" now always appears underneath the eye reticule while you're undetected. Previously, the eye being partially open could indicate that you were going into or coming out of a hidden state, but now you'll always know for sure when no one sees you.

Benefits

The most direct benefits from theft come from the items you steal. These items are marked as stolen in your inventory and have various restrictions – specifically, you cannot bank, trade, or sell these items except to a Fence.

There is a new criminal skill line in the “World” category, dubbed “Legerdemain”, whose components are improved by fencing items, successfully pickpocketing, and successfully lockpicking. Increasing these skills will markedly increase your ability to live beneath the law.

You can only sell stolen items to a Fence. Fences are located in Outlaws Refuges, which can be found behind marked doors in large cities. Outlaws Refuge entrances appear on the city map using the Outlaw icon (a splayed trident.)

Fences can also launder items if you find something you wish to keep. Once an item is laundered, it is no longer marked as stolen and cannot be confiscated by the guards.

Note that there is a daily transaction limit with Fences, as they don’t want to generate too much unwanted attention from the authorities.

NPC citizens have loot that is specific to their profession or lifestyle. There are dozens of social classes in the world, each type carrying not only loot particular to that type of NPC, but also particular to where that NPC is located.

Pickpocketing or looting a dead hunter might yield items that only a hunter would carry, while pickpocketing and looting a noble would yield entirely different items that make sense for a noble.

In addition, many containers in the world that are owned carry items that are specific to their context. Slum districts, upper class districts, Mages Guilds, Fighters Guilds, docks and religious places now have items that are particular to those contexts.

Most items are lore-related contextual items, but there are also clothing items that can be worn and dyed. These drop from dressers, wardrobes, and other places where NPCs might store clothes.

There are also many unique and extremely rare drops from NPCs and owned containers. If you manage to pick one up, make sure to take it to the fence before a guard grabs you!

Achievements

Criminals can get achievements for pickpocketing, fleeing from guards without paying your fine, paying your bounty, fencing and laundering stolen goods, picking safeboxes, stealing valuable items, and killing citizens and livestock of Tamriel. There are also achievements related to being accosted by a guard while wearing stolen clothing.

Champion System

The Champion System is a new progression and development system that is designed to allow even more choice in how you build your characters.

The Champion System is available once you have one Veteran Rank 1 character on your account, and provides significant enhancements to character development while you are progressing through Veteran Ranks.

Champion Points are account wide. When one Veteran Rank character on an account earns a Champion Point, every character on the account will receive a point to use, regardless of level.

Only Veteran Rank characters can earn points to be spent in the Champion System, but all characters on your account can spend those points individually.

The account-wide pool of points is not shared across characters. Each character on the account has their own unique pool that can be spent in a way that’s tailored to that specific character.

Champion Points are earned by gaining experience; any Veteran Rank character can earn Champion Points by doing anything in the game that generates experience.

This includes questing, exploring dungeons, conquering Cyrodiil, braving the challenges of Trials and Dragonstar Arena, clearing delves in search of loot, or just randomly killing monsters for fun and profit.

A new mechanic, Enlightenment, has also been introduced to the game.

Enlightenment slowly accumulates on your account at a fixed rate, regardless of the character you are playing, as long as your account has at least one Veteran Rank character.

Anything that normally awards experience will also give your Veteran Ranked characters bonus experience as long as you have not used up your Enlightenment.

This only applies towards Champion Point progression at the Veteran Rank.

As experience is earned and bonus Champion experience is applied, your Enlightenment will get used up. Once there is no more Enlightenment left, experience earned will count towards Champion point progression at the normal rate.

Champion Points can be spent in nine different constellations that are arranged into three groups: the Warrior, the Mage, and the Thief.

Each point that is unlocked will be for one of those three groups.

A point that is earned in the Warrior can only be spent in one of the three constellations that serve the Warrior. The same goes for the Mage and the Thief.

Every point that you can spend in a constellation will rotate with each earned point.

For example, if the last point earned was in the Thief, then the next point will be in the Mage, and the next in the Warrior, then the circle will begin again.

While there are many abilities in each of the three constellation groups, the groups each have a general theme.

Points spent in the Warrior will improve your health and overall defensive capabilities.

Points spent in the Thief will improve your stamina and provide an array of useful utility bonuses.

Points spent in the Mage will enhance magicka and provide bonuses to offense and damage dealing.

A maximum of 100 points can be spent per star in each constellation.

The first point in each star will grant the largest bonus, and each subsequent point in that star will offer a slightly smaller bonus.

More powerful passive bonuses unlock once 10 points, 30 points, 75 points, and 120 points have been spent in a constellation. In all, there are 36 of these unlockable bonuses that you can earn over time. These bonus include some of the most powerful enhancements available via the Champion System, including:

Determination: Gain a damage shield when using a potion.

War Mount: Mounts do not lose stamina when you are not in combat.

Arcane Well: Killing an enemy causes them to explode and grant magicka to nearby allies.

Last Stand: Earn more Ultimate when below 20% health.

Any Veteran Rank character that logs in after the system goes live will get 5 Champion Points added to the account for each full Veteran Rank that character has achieved.

Partial credit will be given for XP earned within a Veteran Rank. This is based on a fraction of the total XP contained within the level. One Veteran Rank is currently 1,000,000XP, so the conversion system will grant you one Champion Point for every 200,000XP within a Veteran Rank.

For example, if you are Veteran Rank 12 and have 800,000XP progress towards Veteran Rank 13, you will receive 59 Champion Points after the system goes live.

EXTREMELY IMPORTANT: Only the conversion system will use 200,000XP for one Champion Point the day the system goes live in Update 6. This is not what it will take to earn a Champion Point while playing normally once the Champion System is live.

It is possible that a Veteran Rank 1 character may not have earned 200,000XP into Veteran Rank 1. In this case, you will not receive a Champion Point after the system goes live.

Champion Points are shared across all characters as the system is account wide, but for the conversion of XP to Champion Points, no more than 70 Champion Points will be given to an account.

A VR14 character can receive up to 70 Champion Points depending on how much XP into VR14 they are, but 70 is the maximum the conversion system will give out for the account.

If you have multiple Veteran Rank characters, you will receive credit for each Veteran Rank upon logging into each character (provided the account has not reached 70 Champion Points given out in the conversion).

Only currently existing characters created before Update 6 goes live are eligible to claim points from the conversion pool. Once they are claimed, they will move into an account-wide Champion pool that all characters can use. You must have at least one Veteran Rank character in order to receive Champion Points from this conversion pool to your account.

The 70 Champion Points from the conversion pool will never get more points added to it - only subtracted. If there’s a situation where you don’t use up all 70 points once the system is live, they will never be used since this only applies to characters you have preceding Update 6.

Game Rebalance

With the introduction of the Champion System, the basic attributes that make up characters and monsters have been altered. For the most part, these values work the same way they always have, but now have different values and scales.

As an example, Health, Magicka and Stamina each perform the same way they did previously:

Health keeps you alive

Stamina allows you to block, sneak, dodge and use weapon feats

Magicka allows you to cast spells.

We updated the ratios on all stats. Items and stats now give 10% more health than magicka and stamina, when they previously gave 50% more.

For example, instead of 20 health per level and 15 health per stat pick, you now get 156 health per level and 122 health per stat pick.

Additionally, abilities now increase in cost as you gain Veteran Ranks.

Block, dodge, sprint, break free, and crouch all cost slightly more with this increase.

There are a few stats that now work slightly different:

Armor: The amount of mitigation provided by Armor has changed.

A piece of Light Armor grants 1/4th of the mitigation of an equivalent piece of Heavy Armor.

A piece of Medium Armor grants 3/4th of the mitigation of Heavy Armor.

Spell Resistance: Instead of having a base amount of Spell Resistance that grows as you level, Spell Resistance is now provided by Armor on a 1 to 1 basis.

For example, if a piece of gear gives you 2000 Armor, it also gives 2000 Spell Resistance.

Passive skills in both the Light Armor and Heavy Armor skill lines will modify this ratio.

Critical Strike/Spell Critical: Previously, each 10 points of these attributes would give a 1% chance to cause a Critical Hit to their target. This is no longer true and has changed.

The amount of Critical Strike/Spell Critical required to get a 1% increased chance to cause a critical hit now increases per level.

Precise Weapons that have a lower Required Level than the player character than owns it will provide less actual benefit.

A Critical Hit still does 50% greater damage unless modified.

You will now have a base Critical Hit chance of 10%.

Critical Resistance: This attribute no longer reduces the chance to be hit by a Critical hit.

Critical Resistance now reduces the bonus damage caused by a Critical hit, and with enough, can reduce the bonus damage to 0.

As part of the overall rebalance, a certain amount of power in each area was reserved for the Champion System. Completely maxing out any one stat will not only require a lot of work finding or crafting the perfect gear, it will also require a significant investment into a certain star or constellation in the Champion System.

Other Major Gameplay Changes

Synergy abilities now scale off your highest stats that are either stamina or magicka based.

The only stats that now cap are Impenetrable, reducing the Critical Strike bonus damage to 0%, and Armor and Spell Resistance, which are capped at 50% mitigation.

Rewrote many of the tooltips for combat abilities to increase clarity and add flavor.

Removed hard caps on the number of targets that can be affected by area of effect abilities.

AoE abilities can now hit up to 60 targets; the first 6 will take 100% damage, the next 24 targets will take 50% damage, and the last 30 targets will take 25% damage.

Abilities that apply a secondary effect, such as Dark Talons, will only immobilize the first 6 targets who take damage.

Healing reduction and damage reduction bonuses are now multiplicative instead of additive.

For example, two 50% damage reduction bonuses would have previously resulted in 100% reduced damage, but will now cause 75% reduced damage.

Adjusted how Ultimate generation is gained to make it more even across different classes and builds:

When you damage an enemy with a light or heavy attack, you will receive a buff that grants three Ultimate per second for eight seconds.

This buff is refreshed with each light or heavy attack.

If you heal an ally that has the Ultimate gain buff, you will also receive the Ultimate gain buff for eight seconds.

This only works if the ally being healed was not at full health prior to the heal.

Abilities that previously gave Ultimate will now provide the Minor Heroism buff that will give you additional Ultimate over time.

Ultimate can also be gained from blocking, dodging, or attacking targets with a damage shield.

Standardized most of the buffs and debuffs that were applied by abilities.

For each buff, there is a Major (larger benefit) and a Minor (smaller benefit) type.

In order to make the new, standardized buffs as impactful as possible, these buffs are no longer able to stack with each other. Buffs of different types can all be active at once, but not two of the same buff.

For example, you can be affected by both Major Evasion and Major Empower, but not by two separate Major Evasion buffs.

Below are the new standardized buffs and their impacts:

Armor buffs

Minor Resolve: Small increase to physical resistance.

Major Resolve: Larger increase to physical resistance.

Reduce Armor debuffs

Minor Fracture: Small decrease to target’s physical resistance.

Major Fracture: Larger decrease to the target’s physical resistance.

Spell Resistance buffs

Minor Ward: Small increase to spell resist.

Major Ward: Larger increase to spell resist.

Reduce Spell Resistance debuffs

Minor Breach: Small decrease to target’s spell resist.

Major Breach: Larger decrease to target’s spell resist.

Damage Taken buffs

Minor Protection: Reduces damage taken by 8%

Major Protection: Reduces damage taken by 30%

Dodge buffs

Minor Evasion: Increases dodge chance by 5%

Major Evasion: Increases dodge chance by 20%

Reduce Damage debuffs

Minor Maim: Reduces target’s damage dealt by 15%

Major Maim: Reduces target’s damage dealt by 30%

Damage on Next Attack buff

Major Empower: Increases damage of next attack by 20%

Weapon Damage buffs

Minor Brutality: Increases weapon damage by 5%

Major Brutality: Increases weapon damage by 20%

Spell Damage buffs

Minor Sorcery: Increases spell damage by 5%

Major Sorcery: Increases spell damage by 20%

Critical Damage buffs

Minor Force: Increases critical damage amounts by 15%

Major Force: Increases critical damage amounts by 30%

Weapon Critical Chance buffs

Minor Savagery: Increases weapon critical chance by 3%

Major Savagery: Increases weapon critical chance by 10%

Spell Critical Chance buffs

Minor Prophecy: Increases spell critical chance by 3%

Major Prophecy: Increases spell critical chance by 10%

Healing Done buffs

Minor Mending: Increases healing done by 8%

Major Mending: Increases healing done by 30%

Healing Taken buffs

Minor Vitality: Increases healing taken by 8%

Major Vitality: Increases healing taken by 30%

Reduce Healing Taken debuffs

Minor Defile: Reduces target’s healing taken by 15%

Major Defile: Reduces target’s healing taken by 30%

Reduce Max Health debuffs

Minor Mangle: reduces target’s max health by 10%

Major Mangle: reduces target’s max health by 40%

Health Recovery buffs

Minor Fortitude: increases health recovery by 10%

Major Fortitude: increases health recovery by 20%

Magicka Recovery buffs

Minor Intellect: Increases magicka recovery by 10%

Major Intellect: Increases magicka recovery by 20%

Stamina Recovery buffs

Minor Endurance: Increases stamina recovery by 10%

Major Endurance: Increases stamina recovery by 20%

Movement Speed buffs

Minor Expedition: Increases movement speed by 10%

Major Expedition: Increases movement speed by 40%

Ultimate Gain

Minor Heroism: Increases Ultimate gain by 1

Major Heroism: Increases Ultimate gain by 3

Damage Increase buffs

Minor Berserk: Increases all damage done by 8%

Major Berserk: increases all damage done by 25%

Animation Updates

We have updated and polished all player character animations in both first- and third-person animations, which includes the following:

Magical weapons will not persist longer than the ability that creates them. Similarly, equipped weapons and shields will always be visible when they can be used again.

Female characters using 2-handed weapons or a bow will no longer have their arms stick to their weapons oddly when blocking or otherwise interrupting an existing animation.

Provisioning Revamp

All provisioned items and provisioning ingredients, including those already in your inventory, will have automatically been converted to the new Provisioning system. Some ingredients from the old system are no longer used, but some can be sold to purchase fresh ingredients.

The new system no longer uses tiered or Alliance specific ingredients, and instead relies on various combinations of base materials.

This reduces potential impact on your bags and banks from provisioning ingredients by up to two-thirds.

Recipes for both cooking and brewing have been broken up into seven books each, following more specific lines of product.

Each of these represents meals following a general theme of ingredient and buff type.

As before, these can be collapsed or expanded within the UI.

With foods now organized both by buff type and internal to each book by level, it is much easier to quickly find a specific type of food or drink you wish to prepare.

There are now many new recipes in the world, including Veteran Rank 10 food and drink which was previously not available.

With the reduced pool of ingredients, at any given time a provisioner will likely be able to produce a worthy food of nearly any level, with nearly any on-hand ingredients.

Drink buffs have been reassessed to render them viable when compared to food buffs, and have been strengthened to now restore the amount of health by which a food would buff the relevant resources fully over a period of 20 seconds.

Stale foods formerly found throughout the world are far less common, as the people of Tamriel now have discovered how iceboxes and larders properly work.

Recipes involving all three types of base ingredients for are purple quality and produce purple quality food.

Note that the benefits are combined, so a green food will buff one of your resource pools, blue will buff two, and purple will increase all three.

Ingredients can be acquired from a number of sources:

Interactable objects in the world

Lootable objects have been updated to provide ingredients they actually represent. For example, when searching a basket of apples, you will find an apple. In searching a bin of corn, you will find corn.

Additionally, any pie on a plate can be taken, as can any bowl of stew or bottle of juice, alcohol, or tea. This will result in a white-quality version of crafted foods, which can be consumed for a beneficial buff, but will provide less benefit than a crafted version.

Closed interactable containers (crates, barrels, etc.)

Vendors

Grocers will sell fruits and vegetables.

Crafting Writ rewards

Hireling Packages

The provisioning hireling delivers much larger volumes of ingredients than before.

Fishing

You will be able to use any non-trophy fish to skin them and acquire fish meat.

Critters

Critters will now frequently drop contextually appropriate meat.

Collection System

Update 6 includes a new collection system which organizes certain types of items, offloading them from your inventory entirely and making them available to all characters on your account. These include the following:

Vanity Pets

Mounts

Costumes

Note: This does not include disguises at this time.

You can browse these categories that show both acquired and yet to be attained items, as well as how they may be obtained.

You may activate a costume, vanity pet, or even mount at any time directly from the collection window, though restrictions on mount locations still apply.

You may also hotkey most collection items for convenience.

As a result of this new feature, some underlying systems like mounts have changed.

Previously, each mount was associated with a specific set of statistics, which often led to you needing to choose between your preferred mount appearance or a mechanical benefit. Now, you are free to choose any acquired mount you like without compromising statistics.

Instead of feeding specific mounts at stables, you will now take riding lessons at stables that will increase your capability with any mount you ride.

You will also be able to gain maximum speed, stamina and capacity increases via these lessons over time.

The highest upgrade each player character has achieved with their mounts will be transferred into progress on your riding skills.

If you have three different mounts with 50 points of upgrades in speed, stamina, and capacity respectively, you will have those same benefits with your riding skill.

Additionally, every different mount on existing accounts will be transferred into the Collection system, which is available on all your characters. If there is a specific type of mount that you haven't yet acquired, they will still be available at the stable.

All current items in your inventory that apply to the collection system will be automatically converted into the new system with no action needed. Any new collectible gained will unlock the collection entry with no inventory interaction needed. Also, any items that apply to the collection system that you previously had, but have since deleted, will also be credited to your collection.

We have extensive plans to expand this system in the future with additional categories and functionality, so this is just the beginning!

Trial Leaderboard Changes

We have changed the way in which we calculate and present leaderboards within Trials and Dragonstar Arena, and are now using a point-based system. Due to this change, we will be resetting all Trial leaderboards.

We have reduced the penalty for losing lives within the Trial or Arena. It still matters, but not nearly as much as it did previously.

There are several things that award points within Trials and Dragonstar Arena. The breakdown is as follows:

Monsters: Each monster within a Trial (with few exceptions) will award points when they are killed. The point total varies based on the difficulty of the monster, though you will want to kill all of the monsters within a Trial to get all of the points.

Difficult Mode: Boss fights within Trials on difficult mode will give a very large chunk of points. You will most likely want to run difficult mode as the points awarded for this can tip the scales directly in your favor.

Arena Completion: Each arena within Dragonstar Arena is worth a certain amount of points.

After all the points are achieved within a Trial or Dragonstar Arena, you will be awarded a point bonus based on completion time.

Your leaderboard score will include your points plus your time bonus.

Updated Tutorial

The entire tutorial in the Wailing Prison has been revised:

If you were previously in the Wailing Prison with the quest Soul Shriven in Coldharbour, the quest will now be reset.

If you already completed this quest, you will not be affected.

Lyris will now guide you through much more of the Wailing Prison than before.

Basic combat skills are covered in more detail in the beginning of the tutorial.

You will now start with a two handed sword.

However, there are now more weapons (and armor!) to find in the Towers of Eyes and in the Undercroft!

You can now try your hand at lockpicking in the tutorial so you can learn the mechanics more easily.

The Sentinels must now be vanquished using stealth.

The Undercroft has been improved to be more fun to navigate.

The Child of Bones will now give you a better reward. Don’t forget to loot!

The body marking options for High Elves in character select will now be the same as they were at launch, and will no longer appear glossy.

Improved clipping and other visual issues with multiple armor sets and NPC outfits.

Fixture

Fixed several cases throughout the world where improper collision on an asset could either block you from progressing through an area, allow you to fall through assets, or allow enemies to be knocked into them.

Terrain

Adjusted the terrain around Dark Anchors in Grathwood and Reapers March to address any difficulty getting back to them from the Wayshrines if you died.

Fixed an issue if you loaded into the game dual wielded weapons, the left handed weapon would not be held properly.

You can now swap weapons while roll dodging.

Reduced the buff applied to the Emperor to 75% from 100%, due to the removal of overcharged stats.

Fixed an issue where you couldn’t use Break Free when being affected by multiple CC abilities at the same time.

Fixed an issue that was resulting in player characters being capable of greater damage, defense, or movement speed than intended.

You will now remain on your mount when traveling across a border between zones.

Dragonknight

Ardent Flame

Dragonknight Standard

The Synergy for this ability will now scale off your maximum health instead of your maximum magicka.

Reduced the available range of this Synergy to 2.5 meters from 8 meters.

Increased the cost of this ability and its morph Standard of Might to 250 Ultimate.

Fiery Grip

If the target of Fiery Grip is unable to be pulled to you for any reason, you will now be pulled to the target.

Empowered Chains (morph): This ability now grants you Empower for 5 seconds.

Searing Strike

Increased the damage over time effect applied by all ranks and morphs of this ability by approximately 15%.

Unstable Flames (morph): This ability now scales off Stamina and Attack Power and costs Stamina. Damage is mitigated by your target’s armor.

Fiery Breath

Increased the damage over time effect applied to all ranks and morphs by approximately 30%.

Fiery Breath and its morph Engulfing Flames are now mitigated by your target’s Direct Damage and Resist statistics.

Fixed an issue where the morphs of Fiery Breath were dealing their damage over time instantly, instead of waiting 2 seconds like the base ability.

The bonus damage an enemy takes from fire, applied by Engulfing Flames, will now properly factor into the damage from the first tick.

Burning Breath (morph): This ability will now scale off of stamina and weapon power, and is mitigated by your target’s armor. This ability now applies the Major Fracture debuff to your target.

Lava Whip

Updated the tooltip for this ability to note the cooldown to set an enemy off balance.

Flame Lash (morph): The follow up attack that is part of this ability now works on any off-balance target, stuns off-balance targets, and has a new icon.

Inferno

This ability has completely changed. It can now be toggled, has no cost, and deals no area of effect damage. Instead, when toggled on, Inferno will fire a projectile at the nearest target within 15 meters while in combat. In addition, Inferno provides the Major Prophecy buff while active.

Flames of Oblivion (morph): This ability now provides the same effect as Inferno, as well as providing the Major Savagery buff while active.

Sea of Flames (morph): This ability provides the same effect as Inferno, in addition to restoring Magicka to you whenever an enemy is killed by one of the projectiles.

Updated the visual effects for Inferno and both morphs.

Draconic Power

Dragon Leap

Reduced the cost of Dragon Leap and the morph Ferocious Leap to 125 Ultimate.

Take Flight (morph): Reduced the cost of this ability to 110 Ultimate, and increased the damage on this ability by 15% for all ranks.

Ferocious Leap (morph): This ability now applies a damage shield to the caster equal to your maximum health, and also removed the spell resist buff. We also fixed an issue where using this ability was unintentionally allowing you to jump up keep walls.

Spiked Armor

All ranks of this ability now also grant the buffs Major Resolve and Major Ward.

Razor Armor (morph): Renamed this ability to Hardened Armor, which now provides a damage shield equal to 10% of your maximum health. The duration of this shield lasts 3.5 seconds at Rank IV.

Volatile Armor (morph): This ability now deals increased damage over 10 seconds. The amount of damage dealt increases with each rank.

Dark Talons

Chocking Talons (morph): This ability now applies the Minor Maim debuff, even if your target is immune to roots.

Burning Talons (morph): Increased the damage over time from this ability by approximately 10%.

Dragon Blood

This ability now provides the buff Major Fortitude.

Green Dragons Blood (morph): This ability now provides the buffs Major Fortitude and Major Endurance, and lasts for 23 seconds at the maximum rank.

Coagulating Blood (morph): This ability now provides the buffs Major Fortitude and Minor Vitality, and lasts for 23 seconds at the maximum rank.

Reflective Scale

This ability and all its morphs will now reflect a maximum of four projectiles.

Reflective Plate (morph): This ability now provides the buff Minor Ward for 20 seconds. The duration increases with each rank.

Inhale

Increased the damage dealt by this ability by 30%. The damage increases with each rank for the first four ranks, and then remains constant for both morphs. The explosion from this ability and its morphs now does fire damage; the inhalation still does Magic damage.

Earthen Heart

Magma Armor

Magma Shell (morph): Reduced this ability’s Synergy radius to 2.5 meters, and increased the strength of the shield produced by the Synergy to 100% of your maximum health from 85%.

Stonefist

Obsidian Shard (morph): Increased the damage of this ability by 20%.

Stone Giant (morph): This ability now grants the buff Minor Resolve instead of the previous unique increase to armor.

Molten Weapons

This ability will no longer buff allies. Instead, activating Molten Weapons will increase your heavy attack damage by 40% for 7 seconds. The duration increases with each additional rank.

Igneous Weapons (morph): Using a heavy attack while this ability is active will increase its duration by one second.

Shattering Rocks (morph): Increased the chance to put your targets off balance to 50% from 33%.

Ash Cloud

Ash Cloud is a now a ground-targeted area of effect ability. It no longer affects an enemy’s miss chance, but instead snares your enemy by 70%.

Increased the damage radius of Ash Cloud and its morphs to 5 meters from 4 meters.

Cinder Storm (morph): This ability now snares enemies for 2.5 seconds, after they leave the area of effect. The damage dealt by Cinder Storm now increases with each rank of the ability.

Eruption (morph): This ability now deals damage instantly. This damage amount increases with each rank.

Passives

Earthen Heart

Mountain’s Blessing: This passive now also grants all allies within 30 meters the buff Minor Brutality for 10 seconds at Rank I, or 20 seconds at Rank II. This passive ability now grants three Ultimate every six seconds at Rank II.

Nightblade

Assassination

Death Stroke

Death Stroke and its morphs will now apply the Major Defile buff.

Assassins Blade

Killer’s Blade (morph): This is now a stamina-based ability. The heal from this ability will now be applied if your target dies within 2 seconds of the ability being used, regardless of who killed the target.

Teleport Strike

This ability will now critically hit properly.

Fixed an issue with the cast time listed on this ability’s tooltip.

Ambush: This ability now uses stamina instead of magicka, and applies the Minor Berserk buff on the next attack.

Blur

Blur now grants the Major Evasion buff.

Mirage (morph): This ability now grants the Minor Resolve buff, and the cost now scales at the correct interval on rank up. The tooltip for rank 1 of this ability now lists the correct duration at 26 seconds.

Double Take (morph): This ability now grants the Major Expedition buff for four seconds, and the cost now scales at the correct interval on rank up.

Mark Target

This ability now grants the Major Breach and Major Fracture buffs.

Removed the penalty from this ability.

This ability can now be cast on any target.

Reduced the cost of this ability by approximately 50%, and reduced the duration to 20 seconds.

Piercing Mark (morph): The duration of this ability now scales with ability ranks up to a maximum of 30 seconds. This ability now correctly reveals Vampire players who are using Clouding Swarm.

Reaper’s Mark (morph): This ability now grants the Major Berserk buff for 8 seconds after the target is killed.

Haste

This ability has been removed, and replaced by the new ability Grim Focus.

Grim Focus

This ability has replaced Haste in the Assassination tree. Any experience gained in Haste will now apply to Grim Focus.

When Grim Focus is activated, all weapon attacks will do additional damage for 20 seconds. Using light attacks or heavy attacks while the effect is active will grant a charge. When you gain eight charges, Grim Focus changes to Assassin’s Will.

Assassin’s Will

This ability allows you to fire a spectral projectile at your target, dealing magic damage.

Shadow

Consuming Darkness

Reduced the duration of this ability to 12 seconds.

This ability will no longer provide an additional damage reduction for the caster.

Hidden Refresh (synergy): This will now provide healing to allies, and will only be offered to allies under 50% health.

Bolstering Darkness (morph): This ability doubles the effectiveness of the Major Protection buff on yourself.

Dark Resurgence (synergy): This synergy, offered by Bolstering Darkness, will provide more healing for the ally that activates it.

Shadow Cloak

Fixed an issue that could allow heavy attacks to hit another player character who had activated Shadow Cloak if the ability had been activated while the heavy attack was in the process of charging.

Fixed an issue where the effects from this ability would stay visible when the target receiving the shield would go into stealth.

Dark Cloak (morph): Fixed an issue where this ability was not removing the damage over time effects while you were in combat.

Shadowy Disguise (morph): This ability now makes the next attack a guaranteed crit. Reduced the cost of this morph by 10%.

Veiled Strike

Veiled Strike and its associated morphs will no longer stun enemies or cause them to go off-balance if they dodge the initial attack.

Surprise Attack (morph): This morph is now a stamina-based ability, now applies the Major Fracture debuff, and will no longer reduce your target’s armor if they dodge the initial attack.

Path of Darkness

Reduced the initial cost of this ability by approximately 10%.

Increased the damage from each tick by 50%. This ability also provides the Major Expedition buff while inside the area of effect.

Twisting Path (morph): Increased the damage of this ability by 33%.

Refreshing Path (morph): Increased the heal amount of this ability by 33%.

Aspect of Terror

Slightly reduced the cost of this ability.

Mass Hysteria (morph): This ability now hits up to three targets. These targets will be affected by fear for three seconds, then affected by Minor Maim debuff and have their movement speed reduced for 4 seconds.

Summon Shade

Reduced the duration of this ability to 15 seconds

Increased the damage of this ability to 3% of your maximum Magicka, and now provides the Minor Maim debuff.

Dark Shades (morph): This ability’s duration now scales to 18 seconds with additional ranks of the ability.

Shadow Image (morph): This ability’s duration now scales to 18 seconds with additional ranks of the ability. It also now deals damage equal to 4% of your maximum Magicka, and the cost of the teleport has been removed.

Siphoning

Soul Shred

The Synergy of Soul Shred is now only available to lowest health ally, but is also more potent.

Soul Tether (morph): This ability now tethers up to 6 targets, damages all affected enemies, and heals the caster for 8 seconds.

Soul Siphon (morph): This ability no longer does damage. Instead, it grants the Major Vitality buff to up to six ally targets and heals those targets. This ability will also now properly increase the healing done when having a siphon ability slotted.

Strife

Swallow Soul (morph): This ability now grants the Minor Vitality buff and heals the caster. This heal will scale with the amount of damage dealt.

Agony

Reduced the cast time of Agony to 1.2 seconds, and increased the duration by 50%.

Cripple

Increased the damage dealt by Cripple by 6%.

Debilitate (morph): This ability no longer affects attack speed. Instead, if your target dies while affected by Debilitate, the cost of the spell is refunded to you.

Drain Power

The damage caused by Drain Power no longer scales with the number of targets hit. Instead, you will receive a Major Brutality buff when damaging at least one target.

Power Extraction (morph): This ability now scales off weapon damage and stamina instead of magicka and spell damage. The damage has also been increased by 10%.

Sap Essence (morph): This ability now grants you the Major Spell Power buff. Fixed an issue where this ability was healing for more than intended when hitting multiple targets.

Siphoning Strikes

Reduced the damage penalty for having Siphoning Strikes active by 5%.

Passives

Assassination

Pressure Points: The tooltip for this passive ability has been adjusted to display only your current critical strike rating bonus.

Hemorrhage: This passive now provides the Minor Force buff for 20 seconds to all allies whenever you crit.

Shadow

Shadow Barrier: This passive now provides the buffs Major Resolve and Major Spell Resist for 4 seconds after using a Shadow ability, with the duration increased when wearing heavy armor.

Siphoning

Catalyst: This passive now restores 6/12 Ultimate when drinking a potion instead of increasing potion effectiveness.

Soul Siphoner: This passive now increases healing done for each Siphon ability slotted by 2% at Rank I, or 3% at Rank II.

Daedric Summoning pets will now reenter stealth if they leave combat and their master is still stealthed.

Player characters that enter stealth next to a Sorcerer's Daedric Summoning pet will no longer cause the other player character's pets to enter stealth.

Storm Atronach

The Charged Synergy is now instant and provides both you and the Atronach the buff Major Berserk for 8 seconds. This Synergy is available to other player characters within 2.5 yards of the Atronach until one player character triggers it.

The Greater Atronach now does 15% more damage as compared to the normal Storm Atronach.

Fixed an issue where this ability was only scaling off your magicka stats, but not your stamina stats. It will now correctly pick the largest value.

Unstable Familiar

This ability now has a cast time of 1.3 seconds.

The unstable familiar (as well as the pets from the morphs of this ability) will no longer taunt monsters if the monster is engaged with other player characters.

Unstable Clannfear (morph): This ability now heals the caster for 35% of their maximum health when the familiar is killed or toggled off.

Volatile Familiar (morph): Fixed an issue where Volatile Familiar was not dealing damage when toggled off.

Daedric Curse

Increased the single target damage for all ranks and morphs of this ability by 25%.

Increased the AoE damage from this ability by 15%.

Removed the morph Explosive Curse.

Multiple Sorcerers can now stack this ability on the same target, though you can only have one curse active at any given time.

Daedric Prey (morph): Added this morph to the game, which increases the damage your pets will do to a target affected by your curse by 20%.

Winged Twilight

Increased the damage dealt by the winged twilight and all its morphs by 15%.

Reduced the cast time on all ranks and morphs to 1 second from 1.3 seconds.

Fixed an issue with the impact timing with this ability.

Crystal Shards and its morphs will now show the correct icon in the death recap screen.

Crystal Fragments (morph): Fixed an issue where this morph was applying multiple passives each time it was cast. We also fixed an additional issue where this ability’s instant cast wasn’t proccing when casting Bolt Escape.

Encase

Reduced the cost of this ability by 15%. Each additional rank of the ability increases the cost reduction slightly.

Reduced the cost of the morphs of this ability to match the lowest cost tier for the base ability.

Rune Prison

Rune Cage: This ability will no longer break due to damage over time. Each rank of Rune Cage now increases the disorient duration.

Weakening Prison: This ability now puts an aura of protection on you that lasts for one minute. The first player character to attack you during that one minute will be put in a Rune Prison. Each additional rank increases the duration of the aura by 20 seconds.

Dark Exchange

It is now possible to move while channeling all ranks and morphs of Dark Exchange.

Dark Deal (morph): This ability now converts magicka into health and stamina.

Daedric Mines

Increased the damage of all ranks and morphs by approximately 30%.

All boss monsters and any monster with boss immunities will be immune to damage from this ability for one second after being affected by a Daedric Mine.

Negate Magic

This Ultimate ability now removes enemy-placed effects when it is initially cast instead of constantly for the entire duration of the ability.

Reduced the cost of this ability by 10%.

Supression Field (morph): This ability has been redesigned, and now applies the Minor Protection buff to your allies inside the field.

Absorption Field (morph): This ability has been redesigned. Allies who pass through the field now gain the buffs Major Expedition, Major Intellect, Major Fortitude, and Major Endurance for 12 seconds.

Storm Calling

Overload

Reduced the initial cost of Overload and its morphs to 75 Ultimate from 125 Ultimate.

Increased the damage of Overload light attacks by 50%.

Reduced the rank up bonus damage for this ability from 3% to 1%.

Overload and Power Overload will now properly scale their damage off Weapon Damage and Stamina in the event that they are higher than Spell Power and Magicka.

Mages Fury

Endless Fury: Increased the base value of the magicka regeneration by 25%. Fixed an issue where this ability was exploding multiple times; it is no longer endless!

Lightning Form

Lightning Form now lasts for 15 seconds and grants you the Major Resolve and Major Ward buffs.

Thundering Presence (morph): This ability now starts at 20 seconds and increases in duration by one second with each rank.

Boundless Storm (morph): This ability now grants the Major Expedition buff for 6 seconds.

Lightning Splash

Increased the duration to 6 seconds from 4 seconds.

Reduced the Synergy range for this ability. Activating the Synergy no longer removes lightning.

The Synergy damage now has the potential to scale off of stamina/power.

Fixed an issue that allowed the synergy to be used repeatedly if no enemies were nearby.

Liquid Lightning (morph): Increased this ability’s duration to ten seconds, and removed the additional damage from the first hit.

Surge

This ability now applies the Major Brutality buff.

All ranks and morphs of this ability now provide healing when you land a critical strike.

Reduced the healing cooldown to 0.25 seconds from 1 second.

Power Surge: This ability now applies the Major Brutality and Major Sorcery buffs.

Critical Surge: This ability now correctly lists a 20-second duration in its tooltip.

Bolt Escape

The disorient portion of Bolt Escape and its morphs has been changed. It now results in a 1.5 second stun and properly triggers crowd-control immunity for the target when the stun effect ends.

Passives

Dark Magic

Blood Magic: Increased healing on both ranks of this passive to 4%/8% maximum health from 3%/5%.

Exploitation: This passive now provides nearby allies with the Minor Prophecy buff for 15 seconds at Rank I, and 30 second at Rank II.

Daedric Summoning

Rebate: Fixed an issue where this ability was not restoring magicka when a Daedric pet was de-summoned or died, and the magicka restore from this passive now scales with your level instead of your maximum magicka.

Storm Calling

Expert Mage: This passive ability has been changed. It now grants 2% Spell Power for each Sorcerer ability slotted instead of 10% reduced cost to lightning spells.

Templar

Aedric Spear

Radial Sweep

Radial Sweep and all morphs are now a player-based area of effect attack that will also deal damage every 2 seconds for 6 seconds, to enemies within 5 meters.

Puncturing Strikes

Reduced the cost of this ability by 25%.

Increased the single target damage to 140% from 110%. This ability also now applies CC immunity.

Fixed a minor effects issue with this ability and its morphs.

Biting Jabs (morph): This ability can now scale off stamina and weapon power, and now also provides the Major Savagery buff.

Piercing Javelin

Binding Javelin (morph): This ability now scales off stamina and weapon power, and now also costs stamina.

Focused Charge

Slightly reduced the post-global cooldown for this ability, making it feel more responsive.

Spear Shards

Fixed an issue with this ability and its morphs not sorting targets.

Blazing Spear (morph): This ability will now continue to deal damage over time even if the spear is removed as a result of someone using the Synergy. If you are stunned by Blazing Spear, you will now gain crowd control immunity.

Sun Shield

Increased the cost of this ability by 10%.

Radiant Ward (morph): In addition to increased shield strength, this morph also has a reduced cost.

Dawns Wrath

Nova

Decreased cost of this ability and its Morphs to 250 Ultimate from 300 Ultimate.

Supernova: Decreased the synergy activation range to 2.5 meters.

Solar Prison (morph): Increased the damage dealt by this ability by about 17%.

Solar Disturbance (morph): Increased the snare component of this ability to 65% from 60%.

Sun Fire

Increased the damage over time dealt by Sun Fire and its morphs by 30%.

While Sun Fire is active on a target, the caster will gain the Major Spell Crit buff.

Solar Flare

Solar Flare no longer increases the damage of the next attack against the target. Instead, this ability now grants the caster the Major Empower buff.

Reduced the cast time of this ability by 0.2 seconds.

Dark Flare (morph): This ability now applies the Major Defile debuff to your target.

Backlash

Backlash now ignores the damage caused by other player characters using Backlash. Multiple casters can now all stack Backlash on the same target.

Enduring Rays: This passive no longer increases the duration of Backlash.

Power of Light (morph): This ability now applies the Minor Fracture debuff to your target, and the damage caps are derived from your maximum stamina.

Eclipse

Added a new graphical effect to this ability when projectiles are reflected.

Total Dark (morph): This ability now heals the caster for each projectile reflected by the ability.

Unstable Core (morph): This ability will now explode if the affected target uses CC Break or Cleanse to remove it. Also fixed an issue where this ability was able to deal full damage to more than 6 targets. This ability's area-of-effect damage now correctly prioritizes targets.

Blinding Light

The ability Blinding Light has been removed, and replaced with Radiant Destruction.

Radiant Destruction

This new ability has replaced Blinding Light. Any experience you had in Blinding Light will automatically apply to Radiant Destruction.

Radiant Destruction is a channeled, magicka-based beam with a range of 28 meters and a duration of 3 seconds. It does moderate damage against enemies, but that damage increases against targets who are low in health.

Radiant Glory (morph): This ability heals the caster for 20% of the amount of damage dealt by the ability.

Radiant Oppression (morph): This ability deals more damage depending on how much unspent magicka you have. A caster with 100% magicka will receive a 40% bonus to the damage from this ability.

Restoring Light

Rite of Passage

Reduced the cost of this ability to 125 Ultimate.

Increased the radius of this ability to 20 meters from 12 meters.

This ability now launches projectiles to the allies it heals.

Remembrance (morph): This ability now correctly reduces incoming damage for both the caster and their allies, and the damage reduction now scales properly across all ranks.

Rushed Ceremony

Added new graphical effects to Rushed Ceremony and its morphs.

Restoring Aura

Restoring Aura now grants you the buffs Minor Fortitude, Minor Intellect, and Minor Endurance when the ability is slotted into the ability bar. When the ability is activated, it provides Major Fortitude and Major Endurance.

Cleansing Ritual

Fixed an issue where this ability’s Synergy wasn't removing the effects from Crippling Grasp.

Purifying Ritual (morph): Slightly reduced the cost of this morph.

Healing Ritual

Increased the heal value from this ability by approximately 70%.

Rune Focus

Rune Focus now applies the Major Resolve and Major Ward buffs for 12 seconds, and the buff will persist for 8 seconds after you leave the protected area.

Channeled Focus (morph): Reduced the cost of this ability by approximately 40%.

Restoring Focus (morph): This ability now provides the Minor Vitality buff while inside the rune.

Passives

Aedric Spear

Piercing Spear: This passive now provides increased critical damage when a spear ability is slotted, instead of increased critical hit.

Burning Light: The damage from this passive is now derived from your highest stats (stamina or magicka based).

Balance Warrior: Increased the weapon damage from this passive to 3% at Rank I, and 6% at Rank II.

Dawns Wrath

Illuminate: This passive now provides nearby allies with the Minor Sorcery buff for 10 seconds at Rank I, and 20 seconds at Rank II, when a Dawns Wrath ability is activated.

Prism: This passive now grants additional Ultimate (only while gaining Ultimate) after casting Dawn's Wrath abilities. This passive also now grants 2 Ultimate every six seconds at Rank I, and 3 Ultimate at Rank II.

Restoring Light

Mending: This passive now grants your Restoring Light heals a bonus based on the amount of missing health on the target of the heal. This can be up to a 5% bonus at Rank I, or up to a 10% bonus at Rank II.

Weapons

Two Handed

Cleave

Brawler (morph): Fixed an issue where the damage shield from this ability wasn’t refreshing when used on multiple enemies while the previous shield was still active.

Carve (morph): This ability now grants the buff Minor Heroism for 8 seconds.

Wrecking Blow (morph): This ability now grants the buff Major Empower, and the damage now correctly scales up with each rank.

Momentum

All ranks and morphs of Momentum now all apply the Major Brutality buff.

Forward Momentum (morph): Reduced the cost of this ability. This ability also now prevents you from becoming snared or immobilized, and lasts for 3.5 seconds at Rank IV.

Rally (morph): Fixed an issue where casting Rally while crouching and hidden will no longer guarantee you to proc a critical heal.

Critical Charge

Stampede (morph): Increased the duration of the snare from this ability to 8 seconds from 5 seconds.

One Hand and Shield

Defensive Posture

Fixed an issue so the value in the tooltip for both morphs (Defensive Stance and Absorb Magic) is now correct.

Puncture

Puncture now applies the buff Major Fracture for 12 seconds.

Ransack (morph): This ability now applies the buff Minor Resolve for 12 seconds.

Pierce Armor (morph): This ability now applies the buff Major Spell Shatter for 12 seconds.

Low Slash

All ranks and morphs of Low Slash now apply the buff Minor Maim for 12 seconds.

Crippling Slash (morph): This ability now applies the buff Minor Heroism for 8 seconds, as well as the buff Minor Maim for 12 seconds.

Power Bash

Power Slam (morph): The tooltip for this ability will now display the correct stun duration.

Reverberating Slam (morph): This ability now applies the buff Major Defile for 10 seconds.

Dual Wield

Flurry

Reduced the damage of this ability by 8%.

Hidden Blade

Shrouded Daggers (morph): This ability is now capable of a critical strike when you successfully perform a sneak attack.

Sparks

This ability has been removed, and replaced with a new ability: Blade Cloak.

When activated, Blade Cloak reduces area of effect damage taken by the caster by 20% for 15 seconds. Whenever the caster takes area of effect damage, this ability will deal damage to all nearby enemies. Blade Cloak can only fire once every 3 seconds.

Quick Cloak (morph): This ability provides the buff Major Expedition for 5 seconds.

Deadly Cloak (morph): When cast, this ability allows you to throw a dagger that deals high damage. This ability can only be used once, and only within ten seconds of the cast.

Twin Slashes

The second hit caused by this ability is now able to crit.

Bow

Snipe

Lethal Arrow (morph): This ability now applies the buff Major Defile for 10 seconds.

Focused Aim (morph): This ability now applies the buff Minor Fracture instead of increasing weapon speed against the target. This morph also increases in damage with each rank.

Volley

This ability and its respective morphs will now consistently hit targets that are using Shadow Cloak.

Destruction Staff

Destructive Touch

Destructive Touch has been changed into a damage over time-based attack for all ranks and morphs of all types of staffs. The damage over time component increases in damage with rank.

Increased the range of this ability to 17 meters from 7 meters.

Destructive Reach (morph): Increased the range of this ability to 28 meters from 17 meters.

Destructive Clench (morph): Fire Clench, Frost Clench, and Shock clench will now properly play their particle effects when recast in quick succession.

Shocking Touch, the lightning staff variant of Destructive Touch, now deals damage to nearby targets instead of disorienting the target.

Tri Focus (passive): This passive now grants a damage bonus of 8% at Rank I, and 15% at Rank II to heavy attacks when the caster is using a fire staff. This passive also now adds splash damage equal to 10% at Rank I, and 20% at Rank II, of the damage of the attack when a caster using a lightning staff uses a heavy attack.

Frost Touch and its morphs will no longer stun your target before the projectile deals damage.

Wall of Elements

Increased the durations of all ranks and morphs of Wall of Elements by 2 seconds.

Reduced the cost of Wall of Elements for all ranks.

The damage dealt by Wall of Elements will now stack correctly with other instances of Wall of Elements cast by other player characters that affect the same target.

Only one Wall of Element per caster may be active at any time.

Unstable Wall (morph): Increased the explosion damage of this ability by 30% for all ranks.

Wall of Storms: Reduced the brightness of this ability’s effects.

Force Shock

Decreased the damage of this ability by 10%.

Force Pulse (morph): Increased the area of effect damage dealt by this ability by 10%.

Weakness to Elements

This ability now has no cost and can be applied to multiple targets, and now afflicts the target (or targets) with the debuff Major Spell Resistance Reduction for 18 seconds.

Element Susceptibility (morph): This ability now refreshes its duration when you damage the affected target.

Impulse

Pulsar (morph): This ability now applies the Minor Mangle buff to the target for 30 seconds, and the duration increases with each rank of the ability.

Restoration Staff

Restoration Master

This passive will now only increase healing done with Restoration Staff abilities.

Blessing of Protection

This ability now gives the Minor Resolve and Minor Ward buffs for 8 seconds.

Blessing of Restoration (morph): Increased the heal provided by this ability by 21%. In addition, the buffs provided by this morph will now last 15 seconds.

Increased the bonus effectiveness on the caster provided by this ability to 150% from 100%.

Armor

Light Armor

Concentration

This passive now grants a flat amount of spell penetration that increases with your level.

Medium Armor

Agility

Fixed an issue where this passive ability was granting spell damage in addition to weapon power.

Evasion

Evasion now grants the Major Evasion buff for 17 seconds; the duration increases with each rank of the ability.

Elude (morph): This ability now increases the duration of the Major Evasion buff for each piece of medium armor equipped.

Shuffle (morph): This ability now has effects for its snare immunity and prevents you from being snared or immobilized in addition to granting the Major Evasion buff. The duration of the immunity is 0.5 seconds for each piece of Medium Armor equipped.

Dexterity

This passive was changed to be approximately on par with the Spell Critical Rating gained by the Light Armor passive Prodigy.

Heavy Armor

Immovable

Immovable now grants the buffs Major Resolve and Major Ward. Each additional rank of this ability increases the duration of the buffs by 0.5 seconds.

Increased the cost of this ability by 13% for all ranks and morphs.

This ability now grants crowd-control immunity for 5 seconds instead of the full duration of the ability.

The maximum rank of this ability and its morphs now lasts for 15 seconds.

Immovable Brute (morph): This ability no longer increases melee damage. Instead, in reduces the cost of CC break for each piece of heavy armor equipped while this ability is slotted in the activity bar.

Passives

Constitution: This passive now scales off your level rather than our maximum health when restoring magicka and stamina.

Juggernaut: This passive now grants a 0.5% increase in max health per piece of heavy armor worn. All other bonuses on this passive have been removed.

World

Soul Magic

Soul Strike

Reduced the cost of this ability by 30%.

Shatter Soul (morph): Increased the area of effect damage dealt by this ability by 22%.

Soul Trap

This ability can now hit two additional targets that are close to the primary target.

Your feet will no longer slide if you strafe while casting this ability.

This passive ability now triggers an explosion when you reach 20% health. The explosion deals 8% of your maximum health as damage at Rank I, and 16% at Rank II. This effect can only trigger once every two minutes.

Vampire

Decreased the amount of damage you take from fire to 40% from 50%.

Blood Ritual

Updated this passive ability’s tooltip to include the correct name of effect that allows you to infect other players with Vampirism (Noxiphilic Sanguivoria).

Drain Essence

Fixed an issue where you could spam this ability on immune targets for free Crystal Fragments procs.

Midnight Drain (morph): Renamed this ability to Accelerating Drain, and it now grants the caster the Minor Expedition buff for 20 seconds after draining an enemy.

Feed

You can now CC break out of this ability.

Mist Form

Elusive Mist (morph): This ability now grants the Major Expedition buff while active.

Slightly reduced the cost of this ability as it ranks up.

Werewolf

Decreased the amount of damage you take from poison to 40% from 50%.

Fixed an issue where werewolves could not use Break Free.

Blood Rage

Using this passive will now increase the amount of time you are transformed as a werewolf by 3 seconds every time you take damage.

This passive now has a 3 second cooldown.

Devour

Fixed an issue where this ability would appear to blink.

Howl of Despair

Feeding Frenzy (morph): The Synergy prompt for this ability will now properly disappear when you can no longer use it.

Infectious Claws

Slightly adjusted the animation for this ability so it no longer gets clipped by a light attack.

Roar

Rousing Roar (morph): This ability now grants the Major Brutality buff for 5 seconds.

Guilds

Fighters Guild

Dawnbreaker

Reduced the cost of Dawnbreaker at all ranks and morphs to 100 Ultimate.

Dawnbreaker now also deals damage over time.

Removed the cast time from this ability, and can no longer be interrupted.

Silver Bolts

Decreased the base damage done by Silver Bolts by 80%, but increased the proc chance to 30% from 5%.

Silver Leash (morph): Activating the secondary effect that pulls the target to you no longer has a cost, and now deals 15% more damage. This ability also now scales off Stamina instead of Magicka.

Circle of Protection

This ability now grants the Major Fortitude buff, and the value is increased by 50% against Daedra and undead.

Fixed an issue where the bonus damage reduction was not being applied when a vampire would attack you.

Ring of preservation (morph): This ability now grants the Major Health Regeneration buff.

Trap Beast

Reduced the time it takes to arm this ability to 3 seconds from 4 seconds.

Increased the damage dealt per tick by approximately 40%.

This ability no longer shows a telegraph to enemy player characters.

Expert Hunter

This ability now always provides you with the Major Weapon Crit buff.

This ability now lasts for 15 seconds and grants a 4% chance to deal additional damage to the target, with the chance increased to 15% against Daedra.

Damage over time and channeled abilities now have a chance to proc Expert Hunter on the first tick.

Camouflaged Hunter (morph): This ability now makes it less likely that you will be detected by Daedra while stealthed.

Mages Guild

Meteor

Reduced the cost of Meteor to 200 Ultimate.

This ability now deals full damage to all targets in the area of impact, and knocks affected targets into the air instead of knocking them back.

After impact, Meteor will leave an area of scorched ground that deals high damage for 10 seconds.

The knockback from this ability will now affect targets when the meteor hits, rather than before it hits.

Ice Comet (morph): Increased the snare component of this ability to 85%. In addition, this morph will deal 10% more damage on initial impact than Meteor.

Updated the visual effects for Meteor and both morphs.

Magelight

Magelight now grants you the buff Major Spell Crit when toggled on, instead of revealing stealthed enemies.

Radiant Magelight (morph): This ability now reveals all enemies within 12 meters of the caster, and reduces the amount of damage nearby allies will take from stealth attacks. We also edited the tooltip to clarify that it’s active, you are immune to stuns from stealth attacks.

Spinal Surge (synergy): Fixed an issue so this synergy now correctly lasts for 10 seconds.

Updated the visual effects for Bone Shield and both morphs.

Necrotic Orb

Increased the damage per tick dealt by this ability by 30%.

Energy Orb (morph): This ability now heals allies instead of damaging enemies. Activating the Synergy for this morph triggers a power area of effect heal and destroys the orb.

Updated the visual effects for Necrotic Orb.

Undaunted Command

Updated the tooltip for Undaunted Command so it is more clear which synergies trigger the passive ability.

Alliance War

Assault

War Horn

All ranks and morphs of War Horn now grant the Max Health buff.

Aggressive War Horn (morph): This ability now grants the Major Force buff for 8 seconds instead of granting bonus weapon damage. We also adjusted the visuals for this ability to help improve performance and visual clarity.

Sturdy Horn (morph): Increased the duration of this ability. This morph also now provides the Minor Resolve and Minor Ward buffs.

Rapid Maneuver

This ability now grants the Major Expedition buff.

This ability and its morphs can now be cast while mounted.

Charging Maneuver (morph): This ability now grants the Minor Expedition Increase buff for 8 seconds after attacking an enemy.

The duration of both morphs from this ability now increases with the level of the ability, up to a maximum of 23 seconds.

Caltrops

This ability now correctly applies damage every second to enemies, and will no longer cause you to display a hit reaction for each damage tick.

Anti-Cavalry (morph): Increased the duration of this ability by 5 seconds.

Combat Frenzy

Reduced the Ultimate gain to 10/20 from 13/25.

Vigor (new ability)

This new ability will place a strong heal over time on allies within 10 meters for 5 seconds.

Echoing Vigor (morph): Increases the radius to 15 meters.

Resolving Vigor (morph): This ability will increase the heal value on yourself.

Magicka Detonation (new ability)

Using this new ability will place a bomb on your target. After 4 seconds, the bomb will explode dealing high area of effect damage. This ability has a 2 second cast time.

Inevitable Detonation (morph): This ability will deal area of effect damage if dispelled.

Proximity Detonation (morph): This ability, cast upon yourself, will blow up and damage all nearby enemies after 4 seconds.

Support

Barrier

Fixed an issue so the effectiveness of both the shield and heal now scale off of your maximum magicka or maximum stamina.

Reviving Barrier (morph): This ability now ticks every 2 seconds instead of every 1.5 seconds, and the healing component of this ability will now remain even after the shield has been destroyed.

Siege Shield

This ability now reduces the damage taken by siege weapons by 35%.

Propelling Shield (morph): This ability now grants the increased range to any ability with a base range of 20 meters, and reduced the cost of this morph by 10%.

Purge

Efficient Purge (morph): The tooltip for this ability now displays the correct duration at all ranks.

Cleanse (morph):

The particle effects for this ability will now properly display when you use it.

The healing from this ability now only applies if a negative effect is removed from a target.

Slightly reduced the value that Cleanse heals allies for to 15%, 16%, 17%, and 18% of their maximum health from 18%, 19%, 20%, and 21%.

Magicka Aid

Fixed an issue where the extra Magicka recovery granted by this passive ability was not working properly with Guard and Revealing Flare.

Revealing Flare (new ability)

This new ability will cast a projectile to travel to a specified location, which will reveal all enemies within 10 meters.

Lingering Flare (morph): The area of effect will persist for 4 seconds after the ability is cast.

Scorching Flare (morph): Using this ability will place a damage over time on any revealed enemies.

Guard (new ability)

This new ability will intercept all projectiles that are targeted at allies near you, and when toggled, will also drain your target’s stamina while active.

Normalized the rate you gain experience in non-Veteran dungeons; there will no longer be a wide disparity between dungeons.

Fixed an issue where multiple monsters inside various dungeons were not cooperating correctly with other monsters; they will now use abilities on each other, such as healing.

Slightly reduced the health and power from minion monsters inside Veteran Dungeons.

Both Glirion and Maj will no longer give out an Undaunted pledge for the same dungeon on the same day.

We fixed an issue where monster masks were not always dropping off the final boss in Veteran Dungeons. Now, they only drop off of the final boss in Veteran Dungeons. As part of this change, we moved the monster masks that you can obtain in the following dungeons to the loot table for final boss instead and off of that of earlier bosses:

Veteran Fungal Grotto

Veteran Spindleclutch

Veteran Wayrest Sewers

Dungeons

Arx Corinium

Sellistrix the Lamia Queen's Lightning Bulwark ability will now properly display lightning in the water to indicate when you can get hit by it.

Sliklenia the Songstress' pet will no longer continue to engage you if Sliklenia leashes back to her original spawn point.

Sliklenia the Songstress' Cacophony ability will now hit anyone in her boss room that isn't protected by the bubble she places on her pet.

Matron Ixniaa's Impending Doom ability now only targets player characters that are alive.

Monsters stunned by the Sister of Waves will now properly play their stunned animations.

Matron Ixniaa and her minions have overcome their fear of crossing bridges.

Banished Cells

You can no longer speak to Keeper Cirion to acquire the quest Banishing the Banished once you have found any of the other Keepers.

Cirion no longer rudely interrupts Areldur as she checks on Voranil after you save him.

Areldur will no longer appear in two places after you defeat the Skeletal Destroyer.

Added a quest pin to the optional step from the quest Banishing the Banished.

Shadowrend will now reset if you are unreachable for him.

It is now possible to block High Kinlord Rilis' Soulblast ability to reduce its damage and avoid secondary effects.

Blackheart Haven

Fixed an issue where Shifty Tom would disappear forever if he got stuck.

Captain Blackheart's skeletal minions will no longer continue attacking you after everyone in your group has died.

Iron-Heel will no longer lose interest in player characters before his allies do.

Slightly adjusted the Blackheart Haven pirates’ positioning.

Blessed Crucible

It is no longer possible to become stuck in the door behind Grunt the Clever when he uses Obliterate on player characters that are standing against said door.

Flame Atronachs that appear during the fight with the Lava Queen will now reset in the event that the Lava Queen gets stuck.

Summoned Lava Atronachs will no longer mysteriously despawn during combat.

City of Ash

Replaced all Imps with Scamps for lore-related reasons.

Warden of the Shrine is now properly immune to crowd control effects.

Warden of the Shrine will now face his target before using Teleport Strike on them.

Fixed an issue where Razor Master Erthas's Lava Pitch ability was not showing the boss’ name next to it in the death recap window.

The Infernal Guardian's Fiery Explosion ability will no longer display a red telegraph after the projectile has hit the ground.

Crypt of Hearts

Athor and Zaven no longer reward Fighters Guild reputation when each dies. Instead, Fighters Guild reputation is rewarded once both Ilambris twins are defeated.

Ilambris-Zaven and Ilambris-Athor will now properly leash and return to their original spawn point if they are pulled outside the circular platform in their room.

Darkshade Caverns

When Foreman Llothan dies, his summoned Kwama Scribs will now die with him.

When Sentinel of Rkugamz dies, his Dwemer Repairers will now die with him.

Cutting Sphere now displays the proper number of pips on the health bar to indicate mini-boss difficulty. Cutting Sphere also has more health and power, and now awards the appropriate amount of experience when defeated.

Direfrost Keep

The second speaking stone can no longer be interacted with while Eboric's ghostly image tells his tale.

Teethnasher the Frostbound Freezing Gale ability will now hit less frequently.

Fixed the camera positioning for the first speaking stone in Direfrost Keep to properly show what you’re interacting with.

Elden Hollow

Fixed an issue where Akash gra-Mal's would occasionally not turn to face her target when using Leaping Strike.

Fungal Grotto

Kra'gh the Dreugh King's blockable attack now has a blockable telegraph.

Selene’s Web

Longclaw's Mirror Ward is much more resilient to enemy attacks now.

During Selene's encounter, the Bosmer will more reliably jump down from the cliffs.

Selene's "Summon Senche Spirit" ability will now properly animate when it hits her targets.

Fixed an issue where Selene's health bar was appearing after she was killed.

Longclaw's Panthers in Selene's Web now move faster.

Spindleclutch

The Corrupted Infantry will no longer become trapped in the cave rock.

You can no longer sneak past Blood Spawn.

Tempest Island

Fixed an issue where entering Tempest Island with the Quest Eye of the Storm in progress could cause certain monsters and NPCs to show up early. Commander Alduril will now wait until the Lamia Matriarch and her rabble are defeated before she and her troops arrive.

Monsters knocked off of cliffs on Tempest Island will now die, as they should.

Stormreeve Neidir has gained the ability to launch small Twisters during her encounter.

Summoned pets will no longer try to attack the ground lightning during the fight with Valaran Stormcaller.

Stormfist's magical lock has been placed on the door beyond him, and he will no longer allow you to open the door while he’s alive.

You will once again receive credit for clearing the beach of Lamia prior to accepting the quest Eye of the Storm.

Vaults of Madness

Fixed an issue that was causing the final boss to despawn prematurely.

Ulguna Soul-Reaver will now reset if she becomes stuck, or if the only player characters alive are beyond the fires on either side of her fighting space.

Volenfell

You can no longer talk to Tharayya when the objective is to leave the Pearl's chamber.

It is no longer possible to appear ahead of Quintus Verres, should you choose to respawn at a Wayshrine after being defeated.

You can no longer use the door after Quintus Verres, unless you have successfully completed the encounter.

The Treasure Hunters you encounter before Quintus Verres will now correctly reset after combat.

Vaults of Madness

Fixed an issue where you would incorrectly receive credit for the Vaults of Madness Pledge when the Mad Architect despawned due to getting stuck.

The Force Equilibrium ability will now damage you correctly.

If your remaining health percentage is lower compared to the boss, you will take 0 damage.

If your remaining health percentage is higher compared to the boss, you will take damage.

The damage is based on the difference between you and the boss' health. The larger the difference, the more damage you will sustain.

Wayrest Sewers

Updated several doors so they open after boss deaths to prevent you or your group members from getting blocked when arriving later in the dungeon.

Doubled the Critical Strike and Spell Critical values for all item set bonuses.

Arms of the Ancestors: Fixed an issue where the armor penetration for this item set wasn’t scaled up to account for the new Champion System values.

Berserking Warrior: Fixed an issue that caused this item set to show incorrect effects when you used two-handed axes or mauls.

Blood Spawn: Fixed an issue where this item set was being referred to as the Spindclutch item set in a few places. We also updated the tooltip for this item set to include the cooldownand reduced the ultimate gain from this item set to 15 from 25.

Deadly Strike: This item set now includes a bonus to Maximum Health.

Destructive Mage: Clarified the tooltip on this item set; it only triggers when you use a fully charged Heavy Attack.

Healing Mage: The effect from this item set no longer applies to effects which are not heals.

Infallible Mage: The duration of the Armor and Spell Resist reduction is now correctly noted on this item set.

Kagrenac's Hope: Fixed an issue where you would receive magicka when you would finish casting the revive, instead of receiving magicka when another player character would accept your revive.

Knightmare: Fixed an issue where the FX on this item set’s debuff were not sized correctly for large monsters.

Lord’s Mail: This item set now correctly procs on spells only, rather than on all abilities.

Necropotence: Reduced the maximum magicka bonus on this item set to 10 from 12.

Night Mother’s Gaze: Increased the duration of the armor reduction to 6 seconds from 5 seconds.

Oblivion’s Edge: Fixed a typo in the combat log when this item set was activated.

Oblivion's Foe: Fixed an issue where the cooldown timer would reset to full whenever you revived someone; it will only start again if you are not on cooldown.

Orgnum’s Scales: Fixed an issue where you would receive the health bonus, but it was not reflected in the Character panel.

Sabatons of the Dragon: Fixed an issue where this item, which dropped from Trials and other high-end sources, could be incorrectly equipped as Leg armor.

Any Sabatons that previously dropped will still be usable as Leg armor, but any new Sabatons dropped from these sources will now correctly fit on your feet.

Sabatons of the Dreugh King Slayer: Fixed an issue so these will now go on your feet, as intended.

Shield of the Man-Bull: Changed the default enchantment for this item set to Health.

All previously received items will retain their current enchantment.

Shrouded Armor: Fixed an issue where you could toggle Overload on and off repeatedly to heal yourself for large amounts with this item set. The heal on this item set now has a short cooldown.

Storm Knight's Plate: Fixed an issue where this item set would not always activate.

Sunderflame: Increased the duration of the armor reduction to 8 seconds from 5 seconds.

Twice Fanged Serpent: The visual effects for the Twice Fanged Serpent set will now correctly apply only to items that are part of the set.

Twin Sisters: Fixed an issue that prevented this item set from respecting its range requirement. This ability will now only trigger if the attack is within five meters of your target.

Wayrest Sewer Undaunted Mask: Fixed an issue where the Scourge Harvest ability from this item could not be purged. You may now cut the tether by purging.

Wise Mage: This item set now reduces armor and spell resistance by 5% instead of 10%.

Wrath of the Imperium: This item set now includes a bonus to Spell Power.

Traits

Fixed an issue where the number of charges on a weapon were not scaling properly with item traits.

Updated the tooltip for the Training trait to clarify the effect, and increased the value of this effect.

The Charged trait will now increase the number of charges on a weapon by the correct full amount.

Increased value for the Ornate and Intricate traits; they now start at a 275% increase for grey items, and increase by 5% for each quality level.

Changed the trait on the Bloodcaller Clogs to Divines.

Fixed an issue where the Defending item trait was granting more spell resistance than intended.

Jewelry with the Healthy trait now gives slightly more health.

Increased the value of the Nirnhoned Trait so it is 50% stronger than the Reinforced Trait for armor.

Fixed a handful of erroneous interaction prompts, such as “Use” appearing when “Talk” is intended.

Implemented pathing fixes for assassin-type or bruiser-type monsters to address issues where they would pop up into ceilings when trying to close the distance with opponents, especially in areas with low ceilings.

Fixed a number of NPCs who were not playing their greetings when interacted with.

Moved the placement of various creatures near Dark Anchor Dolmens, such as mammoths, spriggans, wasps, wisps, mudcrabs, and senche, so they are much less likely to join the encounters.

Fixed numerous typos, punctuation, and capitalization issues.

Addressed any random floating bodies or objects that you’d find throughout the world.

Slightly moved many NPCs so they would behave properly when attacked in relation to the Justice System.

Fixed a number of pathing issues that would cause NPCs to pop up over short fixtures such as carts, tables, and crates.

Fixed a number of typos in books, conversations, and interaction prompts.

Fixed a number of camera issues with NPCs and objects.

Fixed a number of NPCs that were clipping into walls, fence posts, and other objects.

Fixed a number of typos in books, dialogue, and item names.

Alik’r Desert

Thwarting the Aldmeri Dominion: Fixed an issue if you were in a group, you would be on separate layers from the rest of your group after completing the event in the portal room.

Gone Missing: To align with the Justice System, the door to Magistrate Sulima’s house is now locked, and it will be a crime if you are observed breaking in.

Trapped in the Bluffs: Fixed an issue with the quest pin so it now points to Jarrod.

Feathered Fiends: Daneem will no longer clip through a building edge while being driven from town. We also fixed an issue so Zihlran will no longer disappear in front of you.

The Oldest Orc: Adjusted the tile puzzle to improve messaging and visuals.

The Initiation: Adjusted the abilities that Wraithmaster Venerien can use to better match his implied powers. He can also no longer target you if you’re outside of his room.

Imperial Incursion: Fixed an issue where you wouldn’t be able to use some doors in Satakalaam after completing the quest.

Auridon

Rightful Inheritance: Fixed a line uttered by Rilis XII so that it properly sounds telepathic.

Lifting the Veil: Fixed an issue where your quest progress would be blocked by dodge rolling during theater.

Phaer: Adjusted this objective to align it with the Justice System in the following ways:

The Mercenary Barracks is now locked, and you must break into if you choose that path; doing so is a crime if you are caught.

Hendil’s house is now locked, though the window opening is still available. Picking the lock is a crime if you are caught.

Putting the Pieces Together: To align with the Justice System, Melanie and Condalil’s doors are now locked and it is a crime if you are caught picking them.

Assisting the Assistant: To align with the Justice System, all of the homes you must break into are now locked. Picking the locks is a crime if you are caught.

Lifting the Veil: You will no longer receive the root-break combat tip after drinking with Palomir.

The Racer: Malion will no longer cut himself off as he announces the beginning of the race.

An Act of Kindness: The quest step to Use Sirinque's Crystal on Weakened Spirits can now be shared with your group.

Wearing the Veil: Adjusted the position of some crates for the race so they don't inhibit your forward momentum.

A Hostile Situation: Watch Captain Astanya will now only punch player characters that trigger that conversation line, and not other player characters in conversation with her at the same time who haven't gotten that far yet.

Vulkhel Guard: You will no longer be given the map for the Vulkhel Guard Prison while standing in an open-air market.

The Mallari-Mora: Fixed an issue if you logged out in the middle of this quest, certain NPCs would vanish and you could not speak to them again.

Entila’s Folly: Fixed an issue where a note was missing from near a corpse.

Bal Foyen

Breaking the Tide: Fixed an issue where some NPCs could appear in duplicate on certain steps of the quest.

Dockyards: The NPC Hyfta will no longer respawn instantly after being killed.

Salt of the Earth: You can no longer advance the rescue tasks by re-logging next to one of the NPCs.

Bangkorai

The Covenant Infiltrator: Standing too close to the door leading to Major Carina will no longer make your compass point you in strange directions.

A Marriage in Ruins: Anexiel's combat shouts are no longer audible for players not on the Kill Anexiel step.

To Walk on Far Shores: Fixed an issue with the timing on various bits of theater throughout this quest.

Hallin’s Burden: Fixed an issue where the quest step to enter the alchemy shop would not progress unless you entered through the front door.

Hallin’s Stand: Quest bestowers for Fighters and Mages Guild quests will now be present after the city has been liberated.

Searching for the Searchers: The bestower, Sir Gidric, will no longer disappear when you approach him from certain angles.

Freedom's Chains: Updated the quest compass location for the step to rescue Draven from Arienne Kerbol.

Onsi’s Breath: Neither captives nor harassed miners are attackable now to prevent accidental murders in the course of freeing them.

Betnikh

Carzog’s Demise:

Fixed several issues with scene timing between Master Kasan, Captain Kaleen, and Lambur throughout various parts of these quests.

Fixed an issue where you could become blocked on the quest step to Enter the Ayleid Sanctuary.

You can no longer knock Vardan outside of the world by using a knockback ability while standing near doors.

Fixed an issue where it was possible to block group-mates by killing Vardan while your group members were not present in the Inner Sanctuary.

Unearthing the Past: The runestone on the right side is now easier to interact with.

Bleakrock Isle

Sparking the Flame: You will no longer get a prompt to put out fires if you don't have a water bucket, and will no longer be able to leave the village that’s under attack by running near Rana’s office.

Lost on Bleakrock: Fixed an issue where the dog whistle would occasionally not work.

Coldharbour

Fixed an issue where some NPCs could be in multiple places at once, or stick around after certain events happened at the end of the Coldharbour quest line.

Breaking the Shackle: Fixed an issue where Vanus Galerion was not appearing in the Hollow City after completing this quest.

The Army of Meridia: Fixed an issue where door pins were incorrect near the guild strongholds in the Hollow City. We also fixed an issue where King Dynar could show up earlier than intended and block your quest progress if spoken to.

The Final Assault: Zombie followers will no longer try to say lines that belong to other potential followers.

The Lightless Oubliette: You can no longer mount in any area of this location.

Vanus Unleashed: There will no longer be a quest pin on a door that reads “TRACKER GOAL TEXT.”

An Unusual Circumstance: Any objects you collect during this quest will now be shared with your group.

Into the Woods: Spriggan Bark that gets collected for this quest will now be shared with your group.

Wailing Maw: Monsters will no longer be able to chase you through closed doors.

Between Blood and Bone: Fixed an issue where the quest assist markers on the map would direct you to the wrong areas.

What the Heart Wants: Fatahala will now have VO, regardless of what state she is in.

Manor of Revelry: Fixed a number of issues where Fatahala’s dialogue was mute after her appearance change.

The Harvest Heart: Fixed an issue where your progress could become blocked if you were too far away from another group member when that group member marked all of the vampire lairs.

News of Fallen Kin: Grundskar will now properly appear at the end of this quest if you have not completed Army of Meridia.

The Shadow’s Embrace: The quest step "Cause Chaos in the Lamia Camps" can now be shared with your group members.

Light from the Darkness: Adventurers assisting comrades in the Lightless Oubliette will now find that King Laloriaran Dynar provides portal service to all present.

Craglorn

Adjusted the rate at which you gain experience in Craglorn so it’s more consistent with other areas in the game.

Enough welwas have been slaughtered that the Iron Orcs are less eager to risk them in battle. Wild welwas will no longer be seen in the vicinity of Belkarth, and packs of wild jackals have moved in to fulfill the ecological niche.

Fixed an issue were harpies were not dropping their monster trophies.

Loth’Na Caverns: You can now avoid the Ripper ability from the Shadow of Visskar by using Immovable and all of its morphs.

The Warrior’s Call: Fixed an issue where you could block your quest progress by not waiting for Titus after defeating Emperor Tarish-Zi.

The Seeker’s Archive: You can no longer interrupt the smoke bomb ability from Kareth of Shadows.

Belkarth: Neena the banker will no longer walk around behind the counter, which would occasionally cause interactions with her to end prematurely.

The Trials of Rahni’Za: Fixed an issue that would lead you to the wrong location to find Master Timen.

The Blood of Nirn: Fixed an issue where the door to Exarch Arnoth's room would get stuck in open or closed position while not fighting him.

Taken Alive: Gulzog the Butcher will now properly respawn at the same time with all of his trolls.

Rkundzelft: Mzeklok will no longer disappear if you log out while in combat with him.

Spellscar: Fixed a group of Atronachs and Spellfiends that were respawning far too quickly.

Deshaan

Restless Spirits: Fixed an issue where interacting with the braziers would be difficult due to where you had to aim to receive the prompt.

Mournhold: Fixed an issue when interacting with Benus Girith; you will no longer stare at him through the hilt of a sword while he is inspecting the weapon rack in the smithy.

Plague Bringer: Hlaalu Guards that accompany you into the alchemist’s lair now have proper names and identities.

A Bitter Pill: Fixed an issue with the location of the quest pin for the quest step to Find Garil.

Quarantine Serk: You will no longer hear Aerona speak every time you hit a target.

The Naked Nord: You will no longer stutter when attempting to pick up the Nord's pants. Looting the axe and the pants will no longer block other player characters until the object respawns.

The Mournhold Underground: Fixed an issue with a quest assist marker showing up incorrectly.

Vision Quest: Your quest progress will no longer become blocked if you fast travel to another player character while being locked in the cell. Abandoning the quest in the cell will now properly despawn Valeyn’s Familiar.

Honor Bound: Fixed an issue where the optional boss, Wisewoman Malinu, wouldn't spawn during the quest.

A Bitter Pill: Garil now has a ranged attack.

Shad Astula: Sanas Moryon will no longer get stuck and despawn at one of her waypoints.

Bad Medicine: This quest is once again properly shareable.

Eastmarch

Shadows Over Windhelm: Fixed an issue with the Hidden Caches so they are not visible and glowing while not on this quest.

Gods Save the King: Fixed an issue where King Jorunn would occasionally float slightly above the terrain.

Kynesgrove: To align with the Justice System, the door to the abandoned house is now locked and can be picked. Doing so is a crime if you are caught.

Fort Amol: Adjusted this objective to align it with the Justice System in the following ways:

The door to the barracks has been locked and can be picked. Doing so is a crime if you are caught.

Tailing Commander Yjarnn will not notice you from as far away as he would previously.

Hloenor Chill-Owl is now referred to in a more consistent manner in goals and journal text.

Ambassadors discovered during this quest now have proper names and identities.

Nature’s Accord: The Forest Spirit now has an appropriate icon overhead so it can be more easily followed.

The Better of Two Evils: Fixed an issue where you could not re-enter the Manor if you left while on a quest step to do activities inside.

Lost Crown: Improved the directions for most steps of this quest.

Windhelm: Fixed an issue where several guards were sharpening their weapons with the palm of their hand. Ouch!

Merriment and Mystery: Fixed an issue where the NPC at the end of this quest would not show up, or would vanish if you left the area and came back.

The Siege of Cradlecrush: Fixed an issue where you could be kicked in the wrong spot if you moved right before getting kicked.

Corrected the tooltips for some quest rewards found in Eastmarch.

Fighters Guild

Anchors from the Harbor: Fixed an issue where you could speak to Aelif before the theater finished playing. We also fixed an issue where the quest could prematurely advance after logging out during some quest steps.

The Dangerous Past: Fixed an issue where the Dwarven Centurion associated with this quest would respawn if you left the room by the door you arrived in and came back.

Proving the Deed: Fixed an issue if Aelif got stuck running to the entrance of Ragnthar, the quest would get stuck and could not be completed until you reclogged. We also fixed numerous issues with this quest in regards to portals and directions to portals.

The Prismatic Core: Fixed numerous issues with this quest in regards to portals and directions to portals.

Will of the Council:

Sees-All-Colors will now use proper combat maneuvers for a sword and shield rather than two-handed maneuvers.

Fixed an issue if you relogged, you would sometimes lose Merric as a follower.

Fixed an issue if you disconnected during the quest step "Shut down Bloodfonts", the quest markers would show you areas you've already completed.

Glenumbra

Bloodthorn Assassins: Fixed an issue that caused your progress could become blocked if you crashed or logged out when prompted to talk to King Casimir.

Reclaiming the Elements: The quest steps to destroy the Corruption of Air, Earth, and Water are now more group friendly.

Rally Cry: Shaza will once again speak properly during the attack. You can also no longer avoid fighting Moorfang the Ravenous to reach the lever.

Hidden in Flames: The quest area pins for the quest step to collect werewolf blood and cure citizens are now much larger and more accurate to where you can find viable targets.

Season of Harvest: Improved the interaction with Eveline Vette.

Turning of the Trees: Fixed an issue where some quest goals showed up as “TRACKER GOAL TEXT” in the compass.

Lineage of Tooth and Claw:

Battlemage Lexi will no longer teleport away before finishing her dialogue.

Fixed an issue where you could potentially have multiple captured werewolf followers.

You will no longer become blocked if multiple player characters are attempting to capture the same werewolf.

When you arrive at the cave ritual scene, it will no longer look strange if there are multiple groups in the same area.

Captive werewolves will no longer have Talk prompts, as they have nothing useful to say.

Wolves in the Fold: Fixed an issue where werewolves were not transforming if they were knocked back before transformation was complete.

Legacy of Baelborne Rock: Fixed an issue where you could have both Tsiniuc and Danel Telleno walk to stand on top of one another.

The Ghosts of Westtry: Fixed an issue with Rosalind so she doesn’t shove you into a fire. What a jerk.

A Lingering Hope: Weapon and Armor caches in Camlorn now have collision.

Momento Mori: Adjusted the quest pin on Rosalind’s remains so that it is now more accurate and properly centered on the skeleton.

The Fall of Faolchu: Increased the range for the various tower defending events so you won’t fail the step by running out to meet the werewolves.

Vines and Villains: Fixed an issue where Guard Adel would sometimes despawn before being able to grant you the quest.

The Nameless Soldier: Fixed an issue that could cause Faolchu to get stuck while going back in time.

Grahtwood

Bone Orchard: Replaced the skulls of the giant beasts throughout the Bone Orchard with different creatures.

The Orrery of Elden Root: Fixed an issue where the Queen and her aides would not spawn when you spoke to Daraneth after using Rahjin’s Mantle.

The Innkeeper’s Daughter: Nellor will no longer have a Store prompt in his dialogue while he is a follower,and will no longer repeat his lines during the quest.

Flipping the Coin: Fixed an issue where you could see two versions of Tulira. We also removed some faux-Justice elements of the quest.

The Grey Mire: Wamasu in this area will no longer be drastically more powerful than other creatures of its type and level.

Phantom Guilt: The quest step to “Find the Jeweler” will now have a more accurate quest pin.

Ossuary of Telacar:

The hostile NPCs in this objective are now properly named in accordance with other creatures of their type and style.

The Unquiet Dead: Interactions with Calion’s Husk will no longer be too close to the Atronach.

Reduced the Pale Sentinel’s ability to slaughter other spirits.

Fixed an issue where you could see multiple versions of the Pale Sentinel belonging to group members.

Unsafe Haven: Your quest progression will no longer be blocked on the quest step to open the gate by wayshrining out, dying, or leaving the area and running back into the fort. We also created a new graveyard inside the fort that only functions if you die while within the fort.

Enemies at the Gate: Created a new quest item that gets added to your inventory when you receive this quest by interacting with the bandit orders labeled "Wear Them Down".

Carnival Conundrum: Sulmir the Villanous Daedra will no longer have a hostile compass pin.

Passage Denied: You will now need to be closer to the Covenant Portal in order for the wand to work when shutting it down.

The Wandering Minstrel: You will no longer see two versions of the NPC “Lobelathel” when another player character is further along in the quest.

King Camoran Aeradan has henceforth banned the use of mounts in his throne room, under pain of being barbecued and eaten by his hungry advisors.

Greenshade

Blight of the Bosmer: Fixed an issue with the Standing Stones so they are easier to interact with from all angles.

The Artisan: To align with the Justice System, all relevant doors for this quest are now locked, and it will be a crime if you are caught picking them. The quest item Cinnar’s Notes will no longer duplicate itself in your inventory after using them.

In the Belly of the Sea Hawk: To align with the Justice System, you can now steal the silk from the ship by breaking into the hold. Being caught is a crime.

Deadly Ambition: Malangwen’s corpse has been pulled out of deep water so that its description is more appropriate.

Pelidil’s End: Fixed an issue where the Dominion Fire Mages were not attacking the enemy ship.

Handmade Guardians: The Lurcher battles will now take less time to complete and be more entertaining.

Striking at the Heart: Fixed an issue where you could see developer-facing text when targeting the magical barriers. You will no longer become blocked if you die on the quest step “Talk to Queen Ayrenn.”

Right of Theft: General Malgoth's Journal has been moved further away from General Malgoth's Remains.

A Storm Upon the Shore: Corpses in the lighthouse will no longer vanish when you come back down from the top level.

Blight of the Bosmer: Standing Stones will now be much easier to interact with from any angle.

Khenarthi’s Roost

The Tempest Unleashed: You will no longer receive a follower icon over an invisible target when Ealcil is speaking to you through his Psijic projection. We also fixed an issue where you could speak to other player characters’ followers.

Storm on the Horizon: Fixed an issue where you could see multiple versions of Razum-dar on the quest step to talk to him. The world can only handle one Razum-dar at a time.

Moon-Sugar Medicament: Relocated the notes that can act as alternate bestowals for this quest so they are not too close to hostiles.

Fixed several locations where you would get randomly dismounted.

The Perils of Diplomacy: Ulondil will now writhe and scream if you allow the Green Lady to dispose of him. We also fixed an issue so the forged letter from Zali will no longer appear as a blank dialog interaction.

Dark Knowledge: The Shrine Braziers will no longer have two interaction prompts.

Mages Guild

Sheogorath’s eyes are now properly gray with pale irises rather than stark white.

Simply Misplaced:

You can no longer get knocked outside of the world when affected by certain abilities near doors.

The Wabbajack will now work more like other staff-type weapons, causing you to turn to face whatever it is you are shooting at.

Fixed an issue where Haskill might not reappear if you leave and re-enter certain areas.

Fixed an issue if Korthor got stuck while fighting him, he would not respawn until you relogged.

Fixed an issue where you could become blocked if you abandoned this quest during the step to collect essences, then immediately tried to redo the quest.

Fixed an issue where Ritual Orbs could become non-interactable if you left the area and returned.

Circus of Cheerful Slaughter: Fixed an issue where the Ebonheart, Aldmeri, and Daggerfall actors could block quest progression if they become stuck.

Chateau of the Ravenous Rodent: Uncle Leo will no longer take any sass from you; He's gained boss immunities to crowd control effects.

The Mad God’s Bargain: Sheogorath will no longer have two quest pins after defeating Haskill. We also fixed an issue where Valaste could get stuck if you died while she was following you.

Main Quest

The Harborage: Fixed an issue if you leapt off the ledges while the Prophet was trying to teleport you back to the real world, you would die and get stuck.

Castle of the Worm: Adjusted the Overwhelming Power debuff that Mannimarco inflicts upon you while he is vulnerable in case you try to dodge roll, block, or somehow stun yourself as the ability attempts to remove itself. Also, Abnur Tharn’s collision will no longer linger after he gets sucked underground, which led to a situation where you couldn’t stand on the battlefield.

Halls of Torment: The Lyris Doppelganger received some changes to her abilities so she is not as frustrating to fight for those that lack area-of-effect attacks. The Tharn Doppelganger’s ability Swordstorm also now has a proper telegraph.

Valley of Blades: You will no longer be able to prematurely interact with the Sigil Stones and break the quest progression.

Shadow of Sancre Tor: The Bone Colossus boss no longer instantly despawns on death, andMannimarco will no longer disappear abruptly near the end of his villainous monologues.

Last Council of the Five Companions: This quest’s reward will now properly scale to your level.

The Weight of Three Crowns: Fixed an issue where you could kill Daedric invaders before the quest step increments and block quest progression. We also fixed an issue if you disconnected during Vanus's scene where he tells you to follow him, you could end up in a state where no portal would show up.

God of Schemes:

You can now backtrack to a portal at the start of the instance if you wish to escape the area without using a Wayshrine.

Fixed and polished the visuals for various prisoners in the area where Mannimarco is located.

Cadwell’s Silver/Gold: Fixed an issue where the first wayshrines of the alliance would not automatically unlock when traveling to a new alliance.

Malabal Tor

Hoarvor in this zone that were previously neutral are now hostile.

The Khajiiti grocer in Velyn Harbor has abandoned his post and defected to the Ebonheart Pact. He is now a grocer in the city of Riften.

Baandari Trading Post: The display names between the wayshrine, map, and town are now more consistent.

Belrata: You will no longer lose summoned pets after leaving this area.

Something Rotten: Galithor’s head will no longer be in the way when speaking to Alphrost.

A Tale Forever Told: The Hound will no longer summon flesh-and-blood tigers while attacking you. We also fixed an issue where your quest progress could become blocked if you abandoned the quest on the final step, then took the quest again and re-entered the location.

Raise the Curtain: Elandora will now only yell at you once when a member of you group frees Zainat-ri.

Naval Intelligence: Glanir no longer initiates combat with Siro and Helvia until you do. We also fixed an issue where certain monster groups wouldn't attack together.

Shock to the System: You can no longer interact with captured Thunderbug when the Thunderbug is healing Yinz-Hei.

The Maormer’s Vessels: Fixed an issue where you could light boats on fire while swimming. Boats have now been adjusted so they are closer to the beach.

The Storm’s Call: Fixed an issue where dying in Stormwarden Sanctuary would sometimes step your quest backwards, forcing you to recomplete actions. Master Stormwarden Faranwe no longer disappears and reappears when approaching the door leading back to the Stormwarden Undercroft's exit.

The Unkindest Cut: Angardil is now visible on all states of the town, under siege and otherwise, in order to obtain and complete this quest.

A Tangled Net: The area around the conversation with Captain Aurelia has become safer. She now has personal bodyguards.

A Night to Forget: Increased the radius for finding wisps for this quest.

In Honor of the Fallen: Fixed an issue where the quest pins for the quest step to talk to Nethrin were in the wrong place.

S’ren-ja: Milk-Eyes is once again properly sitting on his chair, and Tazia no longer clips into a barrel fixture.

Stonefire Machinations: Improved the overall content for this quest in the following ways:

The Dark Anchor sequence is now more robust and visually accurate compared to overworld Dark Anchor events.

The mages you fight at the base of the Dark Anchor are more diverse in their abilities and now have proper names.

The functionality and flow of these Dark Anchors are now more robust and smooth.

An Affront to Mara: Quest items will now have more appropriate icons in your inventory. Collecting the different relics of Mara can now be shared among your group members.

History’s Song: The quest item for this quest can no longer be “used,” which previously removed it from your inventory.

Over the Edge: Fixed an issue near Thizzrini Arena to better show where the targets of the quest are located.

The Arbordawn Cult:

Fixed an issue if you left the temple mid-way through the quest, you would not be able to re-enter the doors.

The quest step to destroy the corruption stones can now be shared with your group members.

Fixed an issue with the timing of the theater while defending Telenger.

The event to defend Telenger will now properly reset if all participants die.

Fixed an issue where the compass icon leading you to Telenger during the “Protect Telenger” step of this quest was off center.

Gentle Gardener: There are now sufficient dirt piles on the step to collect soil samples. We also fixed an issue where quest markers were showing incorrect information when you completed gathering certain quest components.

Vinedusk Village: Highland hostiles will no longer threaten you from long distances away.

A Traitor’s Luck: Ebonheart Lodge guards no longer appear if you are in a group with others on the quest, but you aren’t on the quest. After intimidating Andwulf, he will no longer return to his post to give you sass.

Fires of Dune: The Dark Anchor will now properly reset when you abandon the quest.

Hadran’s Fall: If Sind fits, Sind sits. He has been moved away from the box to avoid temptation.

The Swordmaster Division: You will no longer be able to be kicked through the doors of Thizzrini Arena.

Loose Ends: Fixed an issue where the quest assist to leave the cave would direct you to incorrect areas.

A Traitor’s Luck: There are now fewer pins on the compass while on the step to set fires.

Thizzrini Arena: Fixed an issue where you could knock back certain monsters into cages and doors. However, the ogre champion, Jawsnap, cannot be caged! The arena masters have relocated him to an undisclosed location outside of the arena boundaries, and will teleport him into the arena when he is called upon to fight.

Rivenspire

Northpoint: Added blacksmithing, clothier, and woodworking stations to this town.

Dream-Walk Into Darkness:

You will no longer receive a strange quest failure message upon logging back in if you crash or log out while watching Verandis’ theater.

Fixed an issue where theater would not properly reset after abandoning this quest.

Fixed an issue where speaking to Verandis before his theater was complete could break the quest.

The dream sequence at Doomcrag will once again have the proper overlay effect.

The Emerald Chalice: Fixed a number of issues so caves are not so harrowing to navigate.

The Price of Longevity: To align with the Justice System, the house that you must break into is now locked, and it is a crime if you are observed lockpicking.

A Spy in Shornhelm: Hiding places can no longer be interacted with while not on the quest.

A Change of Heart: Attunement steps can now be shared among your group members during this quest.

Shornhelm Divided: The quest steps "Stop Reinforcements" and "Close the Portal" will now have proper area pins.

In the Doghouse: Fixed an issue where you could not use the Dog Whistle, even if you were in the correct location.

Guar Gone: Fixed an issue where the fish merchant would sometimes try to chase you into the water.

The Emerald Chalice: Fixed an issue where you could not enter a cave door that your group member had access to on certain quest steps.

The Bandit: You will no longer get credit for killing Goveled by just being nearby during the quest step “Defeat Goveled.”

Shadowfen

A Poisoned Heart: Fixed an issue where Rhea and Marius could spawn inside one another when you are knocked down by the poison gas that starts the quest.

The Tree-Minder’s Fate: The quest pins to Talk to Tree-Minder Deyapa are now more accurate.

King of Dust: You can no longer spam the interaction with Lleram, which was previously causing the visuals to break.

Hatching Pools: Fixed an issue where some wasp spawners were getting stuck immediately upon spawning.

The Hist: Fixed an issue where the quest steps “Witness the Fruit and Stone” and “Witness the True Balance” were broken for some player characters.

Ten-Maur-Wolk: Fixed an issue where you could not interact with Ukatsei after freeing him, andUkatsei could continue following you when he should not.

A Pirate Parley: Fixed an issue with the quest assist marker to find the pirate ship.

The Thin Ones: You will no longer see developer-facing text when looking at the Vile Basins.

The Dominion Alchemist: You can no longer target particle effects on one of the keystones.

A Stranger Uninvited: Fixed an issue where some interactable quest targets did not have an icon on your compass.

Schism: Food Scraps for the goblins now have a short, five second cooldown.

Whispers of the Wisps: Fixed an issue where if you log out while following the ghostly figure, the quest will properly update on login with quest marker information on where to go.

Stonefalls

Inner Sea Armature: Replaced the machined clones of the Guardian Sphere with standard models. The Guardian Sphere revealed that his name is, in fact, Zozuzetharus.

Davon’s Watch: Loryn Daveleth and his wife now count towards the achievement “Give to the Poor” for Stonefalls if you offer them money.

Exquisite Tears: Fixed an issue with this quest so that stealing the wine can now be shared with your group members.

Delaying the Daggers: Fixed an issue so that doors associated with this quest have a proper compass pin.

Fort Arand: Improved the content for this quest in the following ways:

Using the flasks of blinding light will now spawn specific named opponents that you must defeat. The bodies near which you would use the flasks have also been moved to more appropriate locations.

Ahknara has been reworked to be an assassin-type monster.

Hrogar’s Hold: Improved the content for this quest in the following ways:

Reworked the wave event inside the Hall so it’s more stable and reliable.

All guards and defenders near the Hall have been restaged in a more believable fashion.

A Gathering of Guar: Reworked this quest so everyone gets their own guar to rescue. The guar also now have proper names, and quest pins have been updated accordingly.

Iliath Temple: The injured soldiers you must save are now specific to you and have proper names. The pickaxe is also now an actual pickaxe and not a crate from which you loot one.

A Bit of Sport: Renamed Lumber Wagon Guards to Wagon Escorts so they are not confused with guards for the Justice System.

Sathram Plantation: Ulov will no longer respawn quickly and repeatedly, and will only spawn when you are on the quest step to kill him. Ulov now also has proper abilities, and will not animate strangely while attacking.

Restoring Order:

There will now be a quest pin to show you the location of Rhavil’s house.

You are no longer required to have a discussion with a piece of furniture to get to Rhavil when you trespass in his house.

Alexandra Conele will now summon scamps after her projection speaks to you near the ritual tome.

Rhavil's House and the Supply Shack are no longer restricted by the quest Restoring Order. Their locks may be picked.

Fort Virak: The steps to investigate the Covenant troops have been reworked significantly to be less illogical and make more sense in the fiction of the area.

A Son's Promise: The Crow Mother can no longer be interacted with as she flees for the undercroft hatch.

Decree of the Court: The Silver Dagger will no longer be buried under dirt and twigs.

House Dres Crypts: Fixed an issue where you could be thrown through doors when affected by knockbacks and standing adjacent to it.

Stormhaven

Firebrand Keep:

Knights with similar allegiances will now group together and react accordingly when you trigger them to pick a side. Removed some instances of multiple quest pins.

Fixed an issue so the Omen of Fear will no longer forget how to fight if you block certain abilities.

Koeglin Village: To align with the Justice System, breaking into the house for the quest “False Accusations” is now a crime if you are caught picking the lock.

King Aphren’s Sword: The quest pin will now appear over King Aphren’s head when you are prompted to speak to him.

Godrun’s Dream: Fixed an issue where you could see two versions of Abbot Durak and General Godrun.

A Look in the Mirror: Fixed an issue if you were on the quest step A Look in the Mirror, you wouldn't be able to interact with the mirror properly if your group members were on different steps of the quest.

A Predator’s Heart: Murk-Watcher will now properly despawn after quest completion.

Ogre’s Teeth: The number of teeth collected for this quest will now display from lowest to highest when collecting from multiple ogres at the same time.

Spider Nest: The three spider world bosses – Banespinner, Old Widow Silk, and Bloodweaver – will no longer get stuck in the cliffside when engaged.

Saving Hosni: If you teleport, wayshrine, or otherwise escape the dream layer, you will now be able to re-enter the estate without having to abaondon the quest.

A Ransom for Miranda: The Midnight Union Disguise will no longer alter your physical features.

Stros M’kai

Port Hunding: A goat that was previously trapped between a wall and a dye station has been rescued. The Tamrielic Goatherd Society rejoices at this turn of events. Also, Hamika and Idela will no longer walk to the same place to watch the mudcrab fight.

Tip of the Spearhead: You can now optionally murder a servant to steal their disguise in addition to the previous options.

The boatswain will now always allow you to travel back to Glenumbra without any pre-requisites.

The Rift

Save Your Voice: Runehild will no longer appear after you complete the quest, or are no longer on the step to speak to her. Jakaral will also no longer repeat his initial greeting after becoming a follower.

In His Wake: You can no longer burn corpses unless you are on the proper step of the quest. We also fixed an issue where some piles of loose debris did not have quest pins.

Pulled Under: Fixed and polished Anchorite Garmar’s encounter. You can no longer interrupt his zombie spawns.

Trolhetta: There will no longer be two versions of Narir standing near one another.

Approaching Storm: Hallfrida will now have quest pins on the appropriate steps to speak to her.

The Enemy of My Enemy: Israk Ice-Storm will no longer appear and disappear so close to where you acquire the quest.

Storming the Hall: There are now appropriate plaques at the feet of the statues.

Through the Shroud: Fixed an issue where your transformation would not be cancelled if you abandoned the quest while turning into a skeleton.

The Thunder Breaks: The fourth banner will now appear after the quest step to raise the banners.

A Walk Above the Clouds: Braving the frigid peak of Forelhost for this quest is now easier for groups because everyone will share the same kindling, and kindling is no longer consumed when lighting a camp fire. The Animus Geode will also no longer disappear from your inventory on certain quest steps, only to return later.

Trial of the Body: The brawlers at Gerimund's Hall will no longer back down when their target is weak; this will fix an issue when multiple player characters (or summoned pets) are fighting them.

Concealed Weapons: The choice made within the Nimalten Barrow is now shared with your group members.

Securing the Pass: Ebonheart Pact player characters scaling the summit of Trolhetta in The Rift will now be able to stay together even after taking down the Worm Cult wards.

Stomping Sinmur: You will no longer be able to use Shards if you die while a Shard is in use.

Vampire

Scion of the Blood Matron:

You will now kneel before the monument rather than standing and praying.

Lamae Bal’s eyes will no longer appear blank white.

Using the Symbol of Arkay will no longer permanently stun you.

The Wailing Prison

You can use the /stuck command across this entire zone.

The Sentinel can now consistently be destroyed with different weapons.

You will now be able to rebind your keys if you become locked in combat with the tutorial dremora.

Werewolf

Hircine’s Gift:

You can no longer prevent your transformation during the quest by dodge rolling in the middle of the scene.

Your progress will no longer be blocked if you ignore the goals and run around the instance, or neglect to feast on fallen enemies.

You will no longer be stuck sprinting after the quest step “Feed With Your Pack”.

Songamdir will once again be present after completing the quest.

Logging out or crashing while attempting to become a werewolf will no longer block you or cause werewolf NPCs to behave oddly.

The option to “Use” an item is no longer visible in cases where the item cannot be used (such as the bank, guild bank, and selling items).

Fixed an issue where grouped achievements were not updating properly whenever you harvested a node or unlocked an achievement (for example, when "Harvest 50 Nodes" is complete, the "Harvest 100 Nodes" will now display as 50/100).

Fixed an issue where the preview points for stats were not displaying while attribute points were being adjusted.

Fixed an issue where the tooltip to feed your horse wouldn’t show up when you moused over the food.

Fixed an issue where applying enchantments to an item in your inventory didn't change its name.

Fixed an issue where item names were not displaying properly in the “Destroy Item” window.

Added text when you are using the Pledge of Mara to show that you are initiating the pledge, not receiving the pledge.

You will now receive an error message when attempting to use the Rings of Mara, but are not targeting another player character.

The weapon swap button will now appear as disabled on the HUD if you are in a state that does not allow weapon swapping.

You will no longer be framed while in the Settings > Camera window.

The camera will change to the normal game camera so that you can view your changes in real time.

You can swap between the third- and first-person views while in this mode by using the First/Third Person keybind (defaulted to the V key).

An error message will now display when you try to use a quick slot item from the main inventory.

Your contacts list and guild roster will now properly display the grayed out veteran icon for offline contacts.

Additional rows have been added to the Achievements Summary pane for better viewing.

Gold will now always be listed to the right of your Alliance Points while at a vendor.

Fixed an issue where overhead indicators for other player characters would not show up at certain distances.

Fixed an issue where some costume tooltip text was poorly formatted in French and German.

You can no longer open interactable objects (such as crates or dressers) if you are moving while attempting to open them.

Fixed an issue where health regeneration wasn't actively updating on the character panel.

Fixed an issue where dyeing one piece of armor would cause all equipped armor to gain the "Bound" text in the toolbar, even if the armor is not actually bound.

You will no longer login after pressing the Enter button while attempting to delete a character.

Newly acquired items in the Deposit section of the bank will now have a "New" icon listed next to the item.

Fixed an issue where the keys for interact (E), ultimate (R), and quest cycling (T) would not function properly after UI is toggled back on after death.

Extra-long sentences in the Dragonstar Arena journal will no longer be cut-off.

A message will now inform you that you cannot use items while dead.

Fixed an issue where Point of Interest icons would reappear on the compass after an Objective has been completed.

Fixed an issue where the compass and in-game markers for quest-relevant items would occasionally stop displaying during some steps of a quest.

Entries within the Leaderboard will no longer be cut off by the edge of the column, and will instead be truncated with ellipses with full text shown on mouseover.

Fixed an issue where you could not disable add-ons that had a space in the add-on folder name.

Fixed an issue where the cooldown values on item tooltips were not displaying in white.

Quest pins on the compass now have two new settings:

Compass Quest Givers: You can choose whether or not to show quest givers on the compass. The default value is to show Quest Givers.

Compass Active Quests: You can now choose how you want the quests you have to display on the Compass. You can choose between showing none of your quests, all of your quests, or only the quest you have focused in the quest tracker. The default value is to show all quests.

Fixed an issue where the guild trader was listing a ridiculously long bid time if you tried to make a bid immediately after the bidding window closed.

Potions sent through the mail will now display the proper tooltips when the recipient hovers over them.

The dye highlight will no longer show up when the selected dye is no longer visible within the dye pane.

Fixed a minor issue where Axes and Maces were lowercase in tooltips.

Fixed an issue where clicking "The Elder Scrolls Online" link on the login screen was giving the full URL link instead of opening it in a browser window.

When clicking on "Account Management" from the login screen, there will now be a confirmation to open in a web browser.

Fixed an issue the player-to-player menu would not open when hovering over another player character and pressing F.

Added support for the characters ñ and Ñ.

Fixed a grammatical issue with gendered words in recipe tooltips.

Group member icons will now disappear when those player characters begin a teleport.

Fixed an issue if you opened your inventory while a container is open, you would be unable to reopen that container.

Fixed an issue where the "Travel to Player" or "Invite to Group" option did not appear while right clicking a player character of the same alliance's name in the guild roster.

Changed the prompt "Search (Empty)" or "Steal (Empty)" to just "Empty" when looking at empty interactable objects.

Fixed an issue where the Eidetic Memory collection counter is sometimes off-screen.

Updated and improved various pop-up tutorials and help menu entries.

You can now scroll through multi-line edit boxes (such as the Message of the Day) with the mouse wheel.

You can now select and copy text from the game error window.

Fixed an issue where you could add new lines to edit boxes that were marked as no edit.

Fixed an issue where you would get an UI error when abandoning quests that started with an item.

Added new background images to pre-game screens, such as the login screen.

Fixed an issue where you could crash if you received a group notification message while moving from one zone to another.

Slightly adjusted the alignment of loot screen stealth eye.

The stealth eye icon now appears when looting while crouched.

Updated the art for the login and loading screens.

Fixed an issue where the overhead health bars and alliance indicators were not displaying.

Fixed an issue where vendor UIs would not default to the 'All' tab when they were first opened.

Fixed an issue where you could be 'rubberbanded' when moving with a UI window open, then closing it.

Fix an issue where you would receive an error when switching from the mail menu to your inventory while mousing over items.

Fixed an issue where you would get an “Invalid Eyebrow” error when attempting to create a new character.

Alliance War

You can now double click a campaign in the Campaign List to enter or queue into it.

The Local Campaign option under leaderboards will now only display while you are in a Guest Campaign.

The Emperor leaderboard now displays alliance icons in a column next to player character names.

Your gold will now be visible while visiting a vendor that only sells items for Alliance Points.

Chat

Dye achievement popups that are linked through chat are now properly aligned.

The friends icon will remain visible in the chat panel if you have at least one friend online.

Fixed an issue where the overflow arrow from the chat window would still appear if the chat window was hidden.

Fixed an issue if you un-hid the chat window, excess tabs would appear.

Crafting

Fixed an issue where the glyph slot was highlighted even when you had no glyphs available.

Fixed an issue where the Alchemy UI would occasionally become unresponsive after you reset your skills.

Gameplay

Implemented several updates to the camera:

Third-person camera settings have been expanded to include Horizontal Position, Horizontal Offset, Vertical Offset, and Field of View settings.

First person camera head bob is now available. The extent of the head bob can be tweaked within the Settings>Camera menu. Under the First Person section, you will see a slider for Head Bob.

Implemented dynamic field of view:

While sprinting, you will see field of view changes while in first-person mode. In third-person mode, the field of view will only change if you are close to your character.

While blocking in first-person mode, your field of view will zoom in.

This feature can be toggled under the Settings > Camera menu. Under the Global section, you will see a toggle for Field of View Changes.

While moving your ground target around for ground-based abilities, the target will now stop at the maximum range for that ability.

Previously, the ground target would continue to move beyond the valid range for these abilities, and subsequently could not be cast.

If you wish to use the previous behavior, you may do so by going into the Settings > Gameplay Menu. Under the Combat section, you will find a setting labelled “Ground Targeting Range Lock”.

Improved ground targeting so ground-based abilities will attempt to cast at the nearest valid location if you are targeting an invalid location, and also improved the overall feedback when successfully casting a ground-based ability.

You can now set keybinds for Weapon Set 1 and Weapon Set 2.

These can be found in the keybind window under the Combat menu. By default, these are unbound.

Grouping Tools

Fixed an issue if you selected a role at the same time a group search started, the icon to toggle roles could not be used.

Guilds & Guild Store

Guilds with less than ten members can no longer deposit gold into the guild bank, but can still withdraw gold (assuming they have the appropriate rank to do so).

Guild Member Notes will no longer appear (either as an icon or text) for those that don’t have the “Read Member Note” privilege.

Sorting preferences by price in the Guild Store will now be stored when you leave and revisit the store.

There will now be an indication if you don’t have enough gold to purchase Guild Items from within the Guild Store.

The prompt to list items for sale in the Guild Store is now disabled if you do not have any gold.

The instructions in the Sell tab within the Guild Traders is no longer obscured by ellipses.

You will now be denied from entering the guild chat channel if you do not have proper permissions.

Mail

You will now receive the message "You cannot mail that recipient" when attempting to send mail to someone who is ignoring you.

You will now get an error message if you receive an attachment that would put you over the maximum gold limit, rather than accepting the attachment and losing the gold.

Fixed an issue if you attached an item to a mail or tried to send gold, then switched to C.O.D, the postage would not clear.

Fixed an issue that prevented you from sending multiple mail with attachments in a row.

The "Link in Chat" function now works for items attached to a piece of mail.

You will no longer receive error messages when attempting to send mail after switching between C.O.D. and Send Money.

Mail is now disabled while your character is dead.

Maps

Custom waypoints will no longer disappear when you enter a dungeon.

Fixed an issue if a group member would place a new Map Ping and Group Rally Point, you would hear both sets of audio overlapping.

Fixed an issue if a group member would place a new Map Ping or Group Rally Point, you would hear the audio no matter what zone you’re in.

The “Mousewheel Zoom” UI no longer appears on maps for PvE dungeons where it's impossible to zoom.

Fixed an issue where pins for group members would continue to display on the map when they were offline.

We fixed an issue where monster masks were not always dropping off the final boss in Veteran Dungeons. Now, they only drop off of the final boss in Veteran Dungeons. As part of this change, we moved the monster masks that you can obtain in the following dungeons to the loot table for final boss instead and off of that of earlier bosses: